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.
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.
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.
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.)
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.
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.
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.
Is it possible to add volatiles mining stations around gas giants?
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!
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)
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!
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!
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?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?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!
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 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.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?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!
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.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?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!
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.
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?
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).
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.
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?
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)
Do I have to start a faction before I can unlock the ability? It's not available to me.
Sorry, it turned out I was a dunderhead and forgot to enable the mod beforehand :/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!
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.
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!
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)
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:Code2872026 [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.
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.
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.
QuoteAs 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?
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.'
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!
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?
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.
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.
runcode Global.getSector().getPlayerFleet().getStarSystem().removeEntity(Global.getSector().getPlayerFleet().getStarSystem().getEntityById("aztlan_starport"));
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:CodeWith 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!runcode Global.getSector().getPlayerFleet().getStarSystem().removeEntity(Global.getSector().getPlayerFleet().getStarSystem().getEntityById("aztlan_starport"));
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.
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.
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.'
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)
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.
Thank you. Low gravity or making stations consume a lot more supplies to account for lifesupport needs might be an idea.
Using Nexerelin's outposts and this mod, I was able to do this:These are all functional colonies despite the name.Spoiler(https://i.imgur.com/8MmRz2W.png)
(https://i.imgur.com/HigFcXF.png)
(https://i.imgur.com/9wVF9JT.png)[close]
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?
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.
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?
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.
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.
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...
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.
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)
at org.lazywizard.omnifac.OmniFacModPlugin.createOmnifactory(OmniFacModPlugin.java:43)
at org.lazywizard.omnifac.OmniFacModPlugin.onEnabled(OmniFacModPlugin.java:140)
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?
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?
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.
Can I get a link for the gate construction mod, please?
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?
Did you see the question about build timer, too? I don't think you addressed it.
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.
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.
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!
"You will have to add the ability to your ability bar to trigger it."
What does this mean? how do I do this?
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?
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.
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
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.
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
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.
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.
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.
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).
Can I localize this mod?
Make only textual changes
I have done localization, just asking if you allow me to publish
Uh, Chinese version
I think you may not need my publishing address
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.
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.
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.
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.
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.
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
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.
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...
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.
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?
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?)
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?
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?
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 quoteOuch, 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!
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 analysisSorry, 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.
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.
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.
That's nothing, make them all at least level 8 and then i might feel mildly amused.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]
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?
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.
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.
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.
QuoteThe 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.
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.
QuoteThe 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 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.
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?
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
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?
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'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...
If you want to make it bigger anyway, you can edit the custom_entities.json to increase the size.
QuoteIf 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]
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]
No moon, no other planet. Nothing...
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.Spoiler181406 [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]
ModlistSpoilerLightshow
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]
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.
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.
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?
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.
Known issues:Does this bug still exist? I like the idea of this mod but I don't trust myself enough
-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 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:Spoiler233286 [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]
Thanks manQuoteDoes 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.
-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.
Also there is no precedent in vanilla lore for this type of station to my knowledge.
A big part of Starsector gameplay is invading planets and fighting fleets. Obviating that with a superweapon might not be a good addition.
although planet sized stations are not present in vanilla Starsector lore.
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. 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. 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.
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.
because they could actually be built using current day technology
Quotebecause 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.
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.
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.
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!
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 :)
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 :)
Starsector players are probably much older and much more knowledgeable than you assume.
I think ill keep my olympian for now lol.....since most of what im fighting is bladebreakers, redacted and 9th....I need an edge.
[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.
What is the 9th?
[/offtopic]
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.
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.
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.
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!
I thought they were compatible, but perhaps something has broken since I implemented it. I'll look into this and fix it. Thanks.
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]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.
What is the 9th?
[/offtopic]
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!
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)
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.Image(https://i.gyazo.com/6fe585967e6661b14e4fb48a044fac7d.png)[close]
Here are the mods I have on:Left out mods I thought could never be the issue (music, portraits, ship packs, logistic/combat utilities, and industries).SpoilerAdjusted 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]
If it's not Tyrador, then I have no idea what it could be. Adjusted Sector maybe?
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)
is there really any advantage to Astropolis?
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 NexerelinCode191057 [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 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 NexerelinCode191057 [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!
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?
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.
Drunken suggestion(https://i.imgur.com/LwHx5xc.png)[close]
I'm not sure what purpose it could serve from a gameplay perspective.
clicking on it might be wonky because it's donut-shaped around the planet.
I don't think I have a good sprite for it.
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.
Tyrador Safety Coalition mention.
I thought they were compatible, but perhaps something has broken since I implemented it. I'll look into this and fix it. Thanks.
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.
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.
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.
Awesome update man! Cheers!
EDIT: if i fail the lobster quest, can i replay it again?
QuoteIf 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.
10909521 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerExceptionIn case it matters, it was an arid world I set to become terran.
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)
My game crashes when I'm in the campaign layer while the Terraforming Platform is being built. Problem with the daily Terraforming Point tick?Quote10909521 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerExceptionIn case it matters, it was an arid world I set to become terran.
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)
So I started a new game because the latest Industrial Evolution update is a save-breaker and, well...Honestly, until someone else shows up with this bug, I think it's fair to just assume it's a problem on my end.It happened again(https://i.gyazo.com/a021bd94df9df1d54a897e5b04620a11.png)[close]
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.
CTD upon game startup with this mod on.
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
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!
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!
Wow,thanks,looking forward to your mod's next update ;DWell,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.
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.
Hey boggled, for some reason Penelope's secret quest is bugged not sure why
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.
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.
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.
locking certain terraforming projects behind Stellar Reflectors
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.
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.
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.
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.
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.
#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]
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.
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.
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...
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.
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.
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.
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.
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 ?
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)
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 ?
Hi Boggled,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.
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
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.
That is good to know!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!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!
Amazing mod by the way, this feature was much needed.
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?
That is good to know!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!
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?
instead they're getting delivered to the Marketplace by mistake.
Hydroponics as a new Industry for the Stations ... non-terraformed planets without farming
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.
QuoteHydroponics 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.
QuoteHydroponics 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?I don't think he's objecting it. Just asking if you're open to other, possibly questionable ideas he might have.
What's your objection to hydroponics?
What other ideas do you have for station-only industries?
QuoteWhat's your objection to hydroponics?
Currently - none.QuoteWhat 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.
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.
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?
Thoughts?
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).
-Organ production industryThis might clash with CK Industries' Biomass Processing, but that's not a popular mod.
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?
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 industryThis 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.
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.
Eridani-Utopia Terraforming Corporation custom faction mod
SpoilerConsidering 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]
I've heard it's quite random
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.
SpoilerConsidering 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'.
I've heard it's quite randomI've heard it isn't. ;D
should do the trick?
Quoteshould 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.
QuoteWonderful. 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.
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.
Yo was playing everything good. updated the mod to latest now it crashes. i think its to do with icons and graphics
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.
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
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.
{
"boggledHydroponicsEnabled":true,
"boggledCloningEnabled":true,
"boggledWildlifeExploitationEnabled":true,
"boggledStationCrampedQuartersEnabled":true,
"boggledStationCrampedQuartersPlayerCanPayToIncreaseStationSize":true,
}
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)
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?
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.Quote1017191 [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)
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.
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)
I've been wondering why Terran Planets don't generate a good number of Volatiles?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.
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?
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've been wondering why Terran Planets don't generate a good number of Volatiles?
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.
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.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
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.
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?
I disabled Domain-era artifacts but they still show up in Procurement missions, newest version for both mod and game on a new save.
I'm still getting the bug where domain artifacts are being delivered to the marketplace instead of storage.
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.
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.
-2,500 terraforming points required on a planet that already has a frozen planet's "Extreme Cold" conditionOr if they're making a jungle/desert(hot) world:
-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"
+1,000 for "Extreme Cold"A tundra world's sweet spot would be "Cold", while terran/water worlds would be easier to create in the temperate regions.
No bonus for "Cold"
-1,000 for temperate planets
-2,500 for planets that are already "Hot"
-1,000 for "Extreme Heat"
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" conditionOr if they're making a jungle/desert(hot) world:
-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"Quote+1,000 for "Extreme Cold"A tundra world's sweet spot would be "Cold", while terran/water worlds would be easier to create in the temperate regions.
No bonus for "Cold"
-1,000 for temperate planets
-2,500 for planets that are already "Hot"
-1,000 for "Extreme Heat"
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?
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.
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).
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.
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.
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?
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 :(
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.
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.
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.
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
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.
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.
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?
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)
When I hover my mouse over the "Astral Gate Construction" skill button, the game crushed immediately.
The error log:Code5247420 [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)
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.
When I hover my mouse over the "Astral Gate Construction" skill button, the game crushed immediately.
The error log:Code5247420 [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.
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 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?
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!
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)
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?
QuoteWhere 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?SpoilerJoke.[close]QuoteDid 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?).
{
"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":{
},
}
{
"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":{
},
}
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]
Drunken suggestion(https://i.imgur.com/kMLEx7W.png)[close]
Your O-class Paragon is completely overpowered
Definitely not happening!
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.
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?
I'm just gonna leave this here.Spoiler(https://i.imgur.com/eZeTzLQ.png)[close]
Could I ask that you modify this image so the blue is much lighter?
create a slightly lighter "halo" around the turrets as seen on the Paragon, Falcon and vanilla Conquest.
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.
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!
QuoteCould 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)Quotecreate 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.
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.
Cloning: I'll take a look at the population bonus and evaluate whether it should be increased.I really think it should.
Hey i just wanted to report a crash caused by incompatibility (made a account to do so too!):I'm playing with both YX and this mod just fine, so I'll just say that I doubt it's that.
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.
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?
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
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
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.
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.
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
something like 130,150,155, and for the halo around the turrets something like 165, 180, 185
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?
Quotesomething 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.
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.
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
QuoteI already have desert terraforming as an optionWhy would someone want to have more desert planets? Unless...(https://i.pinimg.com/originals/5a/5e/01/5a5e01abc805701373365a4886ad2eb2.jpg)[close]
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)
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.
I already have desert terraforming as an option, so I think there wouldn't be much point adding arid as well.
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?
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?
Back when its terraforming modifier was still 0.4x, desert was easily the best transitionary planet type because it gave the Habitable condition.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.
barren -> desert -> arid -> terran.
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.)
Back when its terraforming modifier was still 0.4x, desert was easily the best transitionary planet type because it gave the Habitable condition.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?
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 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.
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.
QuoteI already have desert terraforming as an optionWhy 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 !!!
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?
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;
Not to be an entirely offtopic: where can I found full list of all vanilla planet types?
Shadowyards are at +100 and commission, not sure about independents.
Full mod listSpoilerLightshow 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]
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!
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!
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.
mod to spice up the game
Just wait some time and spice will flow! ;)Ohh don't get me all excited! I am already super excited atm! :D
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 ;)
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. ;)
I might not want to terraform them into the US types.
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
effort put in by all the players is astounding!
Feel free to join modders community. BTW are you are good painter?A decent developer but a bad designer! :D
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!
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
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!
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.
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.
Well,I've got an idea about making use of the gas giants.Hope this could be part of the mod's features.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.
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?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?
Making use of gas giants might be a great feature.
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.
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?
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?Jangala in Corvus is perhaps the most obvious case.
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.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.
"boggledGiftGateMonthlyPayment":75000,There's a zero missing, isn't there?
I was going through the settings and noticed this.Quote"boggledGiftGateMonthlyPayment":75000,There's a zero missing, isn't there?
Ah, so I just misread the description of the monthly payment system...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...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.
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.
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.
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.
QuoteAdded 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?
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.
inability to place a donut-shaped object in orbit around a planet
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?
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.
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©.
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.
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.
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)
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.
found some good art and a good reason to implement it
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)
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.
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?
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.
That would be absolutely great. Thanks a lotHello. 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.
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.
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.
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.
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.
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.
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.
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.
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).
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!Spoilerruncode 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]
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.
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?
Spoilers for the astral gate quest.
Could you like... tone downAnd this is all relatively early game.Spoilerodysseus 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]
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.
Spoilers for the astral gate quest.
Could you like... tone downAnd this is all relatively early game.Spoilerodysseus 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]SpoilerAlpha 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]
Then again, you fight a TT armada for Volturnian lobster seeding,
One possible solution is to prevent Odysseus from contacting the player until they reach a certain level. Any other ideas?
why would Ody pilot Conquest, not Odyssey?
Lots of spoilersQuoteThen 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]
Lots of spoilersQuoteThen 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]SpoilerI 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]
SpoilerIf 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]
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'.
Oghh... What did I do wrong?SpoilerPenelope'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?
I suppose it might be too harsh to prevent the player from [censored] just for [censored] to [censored]
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'
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 can't seem to get the Volturnian lobster quest to activate...
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.
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?
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.
"Conquest (EUTCS)"
"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.
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
question.
do ruins disappear when you terraform a planet to a different type?
ruins can be underwater.
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.Quoteruins 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.
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.
The "Artificial" worlds from Unknown Skies and The Cluster from Xhan Empire come to mind.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.
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.QuoteThe "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.
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?
plus the glows overlay for when the city is on the night side of the planet
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.
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.
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.
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?
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....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....
Six hours is a long time!
it will need to be created/modified specifically for this mod.
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.
Quick question about the shades, if the terraforming is done, I can get rid of the shades and the terraforming won't reverse, right?
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?
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.
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 feel that they're too easy to build and maintain, considering what they provide.
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
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.
QuoteI 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?
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.
is there a way to remove "thin atmosphere with this mod?
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.
QuoteThe 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 supercomputersfor 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.
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? ???
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?
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.
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!
Players can always "role play" by building reflectors before starting terraforming if they want to adhere to a higher level of realism.
The arid transformation has been requested several times and I think I'll replace the desert option with it.
QuotePlayers can always "role play" by building reflectors before starting terraforming if they want to adhere to a higher level of realism.
The only thing, stopping me to do it - is 12 building slots cap. I believe, I am not alone. But it is not the problem you are able to solve. Just waiting for next SS update and constantly praying.QuoteThe arid transformation has been requested several times and I think I'll replace the desert option with it.
Farewell Shai-Hulud...
And now, the real reason to make a post: suggestion. I believe, it would be real nice to have loading screen tips from TASC. Something like "If you want to open a terraforming screen, you have to add respective ability to your ability bar.", or "Do not lie to a strangers", or "You may adjust terraforming speed, station build cost and many other values in setting.cfg" and etc.
The only thing, stopping me to do it - is 12 building slots cap. I believe, I am not alone. But it is not the problem you are able to solve. Just waiting for next SS update and constantly praying.I'm fairly sure reflectors stay in orbit even after they're removed as a structure. It might be weird that you don't have to pay upkeep for them even though they're still there, but then you can just roleplay some more and assume that their maintenance has been passed on to the private sector or something.
#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,
And Alex once said that he has no intention to increase the building cap because it would serve no purpose in vanilla.
One more question:Code#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,
Is that mean, I can just build a gate, abandon it and travel there for free from my home-gate and back for symbolical 20K credits and 1k fuel regardless of fleet size??? Dude, it's almost for free for a large fleet.
Yes, I know, I can adjust this whatever I think is adequate price, values are not the question point. Question point is: why it is a constant value? I mean, bigger fleet means longer activations of the gate, and probably bigger cost, just as bigger ships requires more energy to teleport, and more power consumption means more resources spent. In other words, shouldn't jump price be relevant to number of ships in your fleet and their class?
On the other hand, I really do not care of it. I would never build-abandon a gate for abusing. It is against my religion.Just like Shai-Huluds on an arid planets.QuoteAnd Alex once said that he has no intention to increase the building cap because it would serve no purpose in vanilla.
Shall we all make a petition?SpoilerJoke[close]
The only thing, stopping me to do it - is 12 building slots cap. I believe, I am not alone. But it is not the problem you are able to solve. Just waiting for next SS update and constantly praying.Pretty sure it's a bug or something, but you can very easily bump up the cap if you have enough money by buying and queuing stuff before you hit the maximum amount. You will not see the effects it has in the colony info or be able to add AI cores (unless it's moved to be in the first 12 structures/industries), but if you go into the colony menu and hover over it, you'll see all the extra structures you've added. Funnily enough, stellar reflectors are the exact thing I did this with for the first time, didn't even realize there was a structure cap since I had just added the mod midway into my first playthrough.
It's great to see this come so far!
One thing that's bothering me though: A created station is about half the diameter it should be compared to other stations on the map.
SpoilerHere's a mining station I established next to my tiny fleet (A gemeni, mora, tsundere and phatone):
(https://i.ibb.co/ZY8CnBv/screenshot000.png)
And here's Citadel Arcadia for comparison:
(https://i.ibb.co/HBNwR7C/screenshot001.png)[close]
So, if I have a "hot" terran-type planet, how do I get rid of the modifier? Stellar refletors can be built, but do not actually change the modifier.
Conditions are only changed when a terraforming project is completed. You'll have to select the terran transformation project (if you want to keep the planet a terran world) and once that completes it will remove the "hot" condition.
QuoteConditions are only changed when a terraforming project is completed. You'll have to select the terran transformation project (if you want to keep the planet a terran world) and once that completes it will remove the "hot" condition.
Just curious: if initial terran planet naturally has trace volatiles, will it disappear after terraforming into same terran type?
I'll just leave it here.Spoiler(https://i.imgur.com/nCWdFZd.png)
(https://i.imgur.com/CgXCdZi.png)[close]
P.S. Made not by me.
Is there any way to get the gate station to spawn say, where the fleet is?
I am currently saving and reloading if it lands in a weird place.
As it generally dumps it far beyond the planets¡ orbits.
Is the intention to make the gates change their appearance when a fleet flies through?
QuoteIs the intention to make the gates change their appearance when a fleet flies through?
No, just semi-transparent picture. Makes gates looks less flat.
P.S. Gate animation when activated would be great. Not sure how it can be implemented both graphical and script. I made a fast look on how vanilla animations is made. No gif. or else animation formats. Everything is either multiple-layers procedural thing, or simple frame-to-frame swap.
It wasn't mine anyway... :P
Regarding to gate station spawn problem: haven't encounter it in my playthrough. Always works as it should be for me. So made a few tests, trying to replicate. It is seems not working correctly if player's fleet is close to a planet or orbiting an object (rings or magnetic field) if it's parent body is not a primary star (like gas giants). For magnetic fields and rings orbiting a primary star works great.
So, I believe, problem is: players tries to spawn a gate right on planet (or close to it). Simple enlarging the distance from closest celestial body helps. Algorithm allow to spawn a gate in almost touching orbits, but only if different initial phase angle.
Suggestion: algorithm should stop players of building gate if it's position too close to a celestial body.
Alternate suggestion: allow gates to spawn on orbit of bodies, that are not a primary star.
P.S. real odd behavior when trying to spawn a gate right in a center of nebula system.
Is there anyway this could work for gas giants? I know it doesn't make any lore sense but I really love the aesthetics of giant terran planets and such.
gas giant terraforming
Maybe add the option to build a Cloud City on Gas Giants. This would basically reduce the Hazard Rating to 100%
Technically the Syphon Station already serves that purpose. But maybe add an option to upgrade it and actually make it a proper Cloud City, now inside the atmosphere of the Gas Giant, they get more Volatiles as a bonus.
Would be cool, would even allow you to make Gas Giants with bad Volatiles more profitable as they get a small bonus.
I'm not finding the ability to create arid planets. Desert is available, but not arid.
I'm not finding the ability to create arid planets. Desert is available, but not arid.
I'm unable to replicate this on my system. Did you update to the latest version of the mod?
Would it be possible to re-add desert planets in some form, for the sake of the spice harvesting industry? Or possibly make spice harvesting also available to arid worlds?
Aquarius Protocol: Mostly useless. You simply can not ignore defense buildings if you wish to keep your planets safe. And they already gives you stability 10 or so. Even +6 wont change anything. See no reason for player to build that.
Suggestion: give this building additional function to justify using a structure slot. If it able to "suppress crime and extremism" it can remove LP cells, negate pirate activity, reduce(nullify) demand for drugs and organs or even do some of this system-wide. Pick any or add more...
Pheromone Splicer: Didn't test yet, but sounds like really OP thing. Like "terraform into arcology, increase population to 10, terraform to terran (or other type)". If you does not consider nerfing the structure, there are other way: make arcology transformation irreversible. Again, can do some much decreased bonus system-wide.
Smart Grid: Hazard rating is not what player want to change at the cost of slot. Especially if it have upkeep, even if it's small. Again, need some more functional, like +1 to production for all other buildings (with Alpha core).
One more question: arcology removes farmland. If before terraforming planet has a "farming" industry, would it be removed together with farmland condition? Same thing for terraforming into ice.
Speaking of farmland... aren't arcologies supposed to be self-sustaining in that regard?
Perhaps you could represent that on arcology worlds by making the colony condition also nullify food demand? Food is cheap and easy to come by, so it'd only have a marginal effect in most situations, but it would certainly make them feel more like arcologies.
That sounds like something that should be available by default, then. My impression of arcologies is that they're supposed to be self-sufficient, and while I know that's not fully possible in Starsector's economy, I think that aspect should be at least partially represented in the base mod. Allowing hydroponics is one way to do it, but I'm not sure what to think of arcologies becoming food exporters and I wouldn't like to spend an industry/structure slot on it, so I'm still partial to nullifying food demand instead.Speaking of farmland... aren't arcologies supposed to be self-sustaining in that regard?
Perhaps you could represent that on arcology worlds by making the colony condition also nullify food demand? Food is cheap and easy to come by, so it'd only have a marginal effect in most situations, but it would certainly make them feel more like arcologies.
There's an option in the settings file to enable the hydroponics industry, which can then be built on the arcology world to supply food.
That sounds like something that should be available by default, then. My impression of arcologies is that they're supposed to be self-sufficient, and while I know that's not fully possible in Starsector's economy, I think that aspect should be at least partially represented in the base mod. Allowing hydroponics is one way to do it, but I'm not sure what to think of arcologies becoming food exporters and I wouldn't like to spend an industry/structure slot on it, so I'm still partial to nullifying food demand instead.Speaking of farmland... aren't arcologies supposed to be self-sustaining in that regard?
Perhaps you could represent that on arcology worlds by making the colony condition also nullify food demand? Food is cheap and easy to come by, so it'd only have a marginal effect in most situations, but it would certainly make them feel more like arcologies.
There's an option in the settings file to enable the hydroponics industry, which can then be built on the arcology world to supply food.
Sorry if I'm making this look like a bigger deal than it is.
Thanks for combining your three major mods! I do have a small suggestion, though. It took me a bit to realize they had been combined. I suggest adding Gates to the name. I am not very familiar with this forum. Perhaps you haven't done that because it would require a new thread. Regardless, all of your mods are in my top 10 favorite starsector mods. Thanks so much for your effort!
I understand where you're coming from, but I don't think I can remove the food demand without making changes to core starsector files (which would introduce conflicts with other mods).Really? Unknown Skies adds two colony conditions that remove drug demand, and if I recall correctly, the "Habitable" condition does the same with a planet's base organics needs, so I had the impression that it was relatively easy. My mistake if it isn't.
What if I implement an arcology-unique building that can produce food without taking up an industry slot?A food industry that doesn't take an industry slot would be pretty cool and make arcology worlds more distinct, but as someone who plays with Industrial Evolution and other mods that add new structures, I can see myself removing it in favor of farming on a terran world the moment I reach the structure hard cap.
This mod is great! One question though, how do I terraform into an Arcology? Is it locked behind a questline?
I understand where you're coming from, but I don't think I can remove the food demand without making changes to core starsector files (which would introduce conflicts with other mods).Really? Unknown Skies adds two colony conditions that remove drug demand, and if I recall correctly, the "Habitable" condition does the same with a planet's base organics needs, so I had the impression that it was relatively easy. My mistake if it isn't.
What if I implement an arcology-unique building that can produce food without taking up an industry slot?A food industry that doesn't take an industry slot would be pretty cool and make arcology worlds more distinct, but as someone who plays with Industrial Evolution and other mods that add new structures, I can see myself removing it in favor of farming on a terran world the moment I reach the structure hard cap.
Though, I suppose you can't base your mod development around a problem that doesn't exist in vanilla.
Can you add a menu scrollbar to colony structures/industries? I have gotten to were i can make so many industries that i cant see em all. And yes you are not limited in terms of how much you can build AND you get all the bonuses still. plz add the menu scrollbat yto our colonies structure list or make it into a listThat's hardcoded.
I understand where you're coming from, but I don't think I can remove the food demand without making changes to core starsector files (which would introduce conflicts with other mods).Really? Unknown Skies adds two colony conditions that remove drug demand, and if I recall correctly, the "Habitable" condition does the same with a planet's base organics needs, so I had the impression that it was relatively easy. My mistake if it isn't.What if I implement an arcology-unique building that can produce food without taking up an industry slot?A food industry that doesn't take an industry slot would be pretty cool and make arcology worlds more distinct, but as someone who plays with Industrial Evolution and other mods that add new structures, I can see myself removing it in favor of farming on a terran world the moment I reach the structure hard cap.
Though, I suppose you can't base your mod development around a problem that doesn't exist in vanilla.
Nope. Are you on the latest version of the mod? Can you terraform to other planet types besides arcology?
It's a shame there's no room for any more planet types.
The addition of arcology worlds combined with my recent binging of Isaac Arthur's YT channel made me think that having ecumenopoli would be pretty cool.
My idea was that a hyper-urbanized planet would be far less organized than an arcology world while at the same time having better planet-wide infrastructure and a more spread-out population, increasing accessibility and allowing more efficient defense and industry at the expense of stability and access to the planet's resources. Arcologies are easier to manage, but they're pockets of high population which are basically weak spots on the planet's surface, to the point that I'd fully understand if you made the planet type come with a defense penalty. You wouldn't have that with ecumenopoli.It's a shame there's no room for any more planet types.
The addition of arcology worlds combined with my recent binging of Isaac Arthur's YT channel made me think that having ecumenopoli would be pretty cool.
I don't think a world-city planet type can happen because it's just a more extreme version of the arcology world, and a world-city would have a maximum population of at least hundreds of billions or trillions of people, which isn't possible in starsector.
Can we have a new industry called "Artificial Greenhouse" which require no farmland, but need organics (as fertilizer) to produce food? I feel like my standalone fortress missed something, and this is the one.
"boggledHydroponicsEnabled":true,
And maybe a station can produce organics by "cruel" kind of industry: "Bio Incinerate", which require crews (or -2 stability) and volatile to produce organics. You basically burn dead people and use them to fertilize greenhouse.
Suggestion: Pheromone Splicer should take an industry slot.
Why? For balance purposes? It doesn't seem to be a good candidate to become an industry because it doesn't produce any commodities.
Why? For balance purposes? It doesn't seem to be a good candidate to become an industry because it doesn't produce any commodities.
Yes, for balance purposes. Commerce does not produce commodities, still an industry. High command produce only marines (no export income from them) and it is an industry. Besides, you always able to make it produce commodities, like crew (no income from export). I mean, it produce population and even require NF to do it effectively. And if payer builds all arcology structures, he will not have a place for an industries any way.
Also, I know that arcology should be self-sufficient, but arcology structures could have some commodity demands. At least symbolical.
Any particular reason why domain-era archaeology doesn’t provide any artifacts for the player specifically, as in, put it in his storage?
Perhaps it’s a bug but I’ve never had it placed in my storage.
Perhaps it’s a bug but I’ve never had it placed in my storage.
It doesn't go into the player storage, it goes into the resources stockpile on the market.
Well damn that sucks. Maybe the dev can add that in? After all i cant turn a world into an outright fortress/ economic powerhouse AND manage it without a scrollbarCan you add a menu scrollbar to colony structures/industries? I have gotten to were i can make so many industries that i cant see em all. And yes you are not limited in terms of how much you can build AND you get all the bonuses still. plz add the menu scrollbat yto our colonies structure list or make it into a listThat's hardcoded.
Well damn that sucks. Maybe the dev can add that in? After all i cant turn a world into an outright fortress/ economic powerhouse AND manage it without a scrollbarCan you add a menu scrollbar to colony structures/industries? I have gotten to were i can make so many industries that i cant see em all. And yes you are not limited in terms of how much you can build AND you get all the bonuses still. plz add the menu scrollbat yto our colonies structure list or make it into a listThat's hardcoded.
Crimson world (US) counts as desert/arid type?
sorry for replying now as far as I have observed no the gates dont get admins after monthsquestion 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.
Sorry captain, but can this mod add debuff for station like Frontier Mod does? Station feel too OP should have some sort of cramped debuff. Btw Thanks for amazing mods!It... already does?
Well, I can understand why. That is probably the best choice in terrafoming aspect, as it is close to that category.
Problem is, it could host spice industry. Being mostly "cold" and mostly with no "habitable" it is unlikely they should.
On the other hand - that is a minor issue. Player always able to ignore that option at its will.
sorry for replying now as far as I have observed no the gates dont get admins after monthsquestion 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.
Well, I can understand why. That is probably the best choice in terrafoming aspect, as it is close to that category.
Problem is, it could host spice industry. Being mostly "cold" and mostly with no "habitable" it is unlikely they should.
On the other hand - that is a minor issue. Player always able to ignore that option at its will.
Well, I can understand why. That is probably the best choice in terrafoming aspect, as it is close to that category.
Problem is, it could host spice industry. Being mostly "cold" and mostly with no "habitable" it is unlikely they should.
On the other hand - that is a minor issue. Player always able to ignore that option at its will.
spice industry? We can farm shai halud in this game?
Will there be a specialization to remove viruses conditions from Unknown Skies?
How to finish "Penelope's Secret" (find the source of the transmission) quest? I have no waypoints or additional information about it
Haven't I predict it will happen? Takes much more time, than I thought.
I'm trying to remove a magnetic field around a planet. Does anyone know a way via command console or with this mod that I'm missing?
runcode SectorEntityToken fleet = Global.getSector().getPlayerFleet();
List<SectorEntityToken> sectorEntityTokens = fleet.getContainingLocation().getAllEntities();
for(int i = 0; i < sectoryEntityTokens.size(); i++)
{
if(sectorEntityTokens.get(i) instanceof CampaignTerrainAPI)
{
fleet.getContainingLocation().removeEntity((SectorEntityToken)sectorEntityTokens.get(i));
}
}
Well I took a crack at it and got something the equivalent of a sledgehammer to screw in a screw. This is with command console mod.Code: javaruncode SectorEntityToken fleet = Global.getSector().getPlayerFleet();
List<SectorEntityToken> sectorEntityTokens = fleet.getContainingLocation().getAllEntities();
for(int i = 0; i < sectoryEntityTokens.size(); i++)
{
if(sectorEntityTokens.get(i) instanceof CampaignTerrainAPI)
{
fleet.getContainingLocation().removeEntity((SectorEntityToken)sectorEntityTokens.get(i));
}
}
This will get rid of all terrain features in the system you are currently in. This does not seem to include asteroid belts, planets, stars, and stable locations. I'm guessing it will also get rid of clouds that slow you down as well as magnetic fields.
If anyone can think of a better solution this is what I whipped up with just a real quick look through the API and this comment: https://fractalsoftworks.com/forum/index.php?topic=14512.msg237328#msg237328 (https://fractalsoftworks.com/forum/index.php?topic=14512.msg237328#msg237328)
Good luck out there.
runcode SectorEntityToken fleet = Global.getSector().getPlayerFleet();
List<SectorEntityToken> sectorEntityTokens = fleet.getContainingLocation().getAllEntities();
for(int i = 0; i < sectoryEntityTokens.size(); i++)
{
if(sectorEntityTokens.get(i) instanceof CampaignTerrainAPI)
{
if(((CampaignTerrainAPI)sectorEntityTokens.get(i)).getPlugin().containsEntity(fleet))
{
fleet.getContainingLocation().removeEntity((SectorEntityToken)sectorEntityTokens.get(i));
}
}
}
BTW, I have literally crazy suggestion. Shall I made it now or keep for a better time?
*laughs in convulsions*
One week? I doubt it is enough, "crazy" tag is there for purpose. Still, it is looks like there are a solution for 12 buildings hardcap. At least partial solution for terraforming buildings. But all in order.
1. Terraforming options impossible without terraforming platform. (TP for short.The main thing is not to be confused with Toilet Paper.) It is constructed like an ordinary building, but disappear when finished (like an astropolis). Parent planet (PP for short) now has a "teraforming platform" option in planet menu. It leads to separate imaginary TP market. It is also available from colony screen for building remote control if necessary. TP market has size 1 (or even 0, if possible) and does not have "population and infrastructure" (will not grow or consume resources for that building), it shares accessibility and ground defense value with PP. Does not generate any fleets (fleetsize=0) Ordinary buildings are not allowed at TP, only terraforming buildings and projects (except of Ismara slingshot). Terraforming buildings are not allowed at PP any more (except of Ismara slingshot). TP could be as station around the PP or better, not to have real object on system map, i.e. being imaginary (if it is possible), in that case all trade fleets and enemy expedition should be canceled for TP or (better) redirected to PP.
2. TP created with custom market conditions, like:
"Initial temperature - extreme cold";
"Initial temperature - cold";
"Initial temperature - normal";
"Initial temperature - hot";
"Initial temperature - extreme hot";
"Initial temperature - no atmosphere";
"Initial temperature - thin atmosphere";
"Initial temperature - thick atmosphere";
"Initial planet type - barren";
And etc. Those conditions does not do anything, it is just a reminder for player (and a mod) where it should deteriorate over a time if TP abandoned or some TP buildings sold.
3. Teraforming projects is a replacement for a teraforming menu (BTW in this system it is obsolete). Each project will change planet type for desired. Can be picked in construction menu. They have progress bar like population and infrastructure, but it is applied for (current terraforming points/required points) rate. Can not run more than one project at a same time.
4. Terraforming buildings generate points (as it is now) AND are mandatory for starting some projects. Example: current temperature is "normal", so it is not possible to perform "Ice conversion" project without stellar mirrors as it requires either current temperature as "Extreme cold" OR stellar mirrors to be present (big red tooltip text "build stellar mirrors first"). Even if project finished, removing mirrors will cause slow deterioration for initial temperature AND initial planet type if it is not compatible with initial temperature. If PP current temperature = TP initial temperature there would not be any deterioration, but mirrors still can be used as points generator. Mirrors will not change the current conditions without project, tho. Absolutely same thing for atmosphere and Atmosphere Processor. If initial type does not contain much water, requires Ismara slingshot or asteroid processing to be present in system (asteroid processor is available in TP just in case player can not build any station and there are no water planets in system, removing asteroid processor later will not cause deterioration). "Arid" project does not require that.
5. As it is not possible to get arcology other than terraforming, why not locate it's unique buildings on TP?
That is not all. I just tired of typing...
*Laughing*
I know, you going to say: "Besides, I'm hopeful Alex will simply add a building scroll bar in the next update, which will completely resolve this issue."
I am less optimistic...
OK. Another suggestion: Bad conditions and planet types do not increase project cost. They generate a negative terraforming progress instead. So it is not possible to converse hellish planet into terran by single terraforming platform in 20 years. So player need either use intermediate terraforming project or build more terraforming buildings.
OK...
How about replacing "population and infrastructure" with "Arcology infrastructure" for arcology planet. Basically the same, but with no demands or production. Perhaps with some built-in buffs.
BTW may I also suggest something?
How about implementing an Ecumenopolis? The arcology is more focused towards increasing population/accomodate population (or at least the idea behind arcology projects are), while the Ecumenopolis is more of a planet sized city, you'd trade all natural resources such as ore, farmland and organics, but you'd get a massive boost in industry, refining and production.
Quite obviously expensive asf to get such a project going, and to balance it, the player can only build 1 Ecumenopolis.
This has been suggested before, but the problem is that an ecumenopolis would be able to accommodate hundreds of billions or trillions of inhabitants even on a smaller planet. Starsector doesn't support colonies this size. Arcology worlds feature the high population density and artificial environment of an ecumenopolis without the lore-breaking population requirements of a world city. I've seen other players who want this planet type replace the arcology texture in the mod folder with an ecumenopolis texture.Regarding the population, you are right, but couldn't the fact that the planet could house a few dozen billions be ignored and just have it behave like another planet perhaps maybe except the enhanced growth properties and or a maximum planet pop of 12? (i dont know about this one since you'd have to mess with the original values of the game and I assume that it aint easy)
Regarding a cloning industry, this already exists in this mod! You just have to enable it via the settings file. I don't want to implement the other suggestions as they basically just mimic vanilla industries but presumably with more commodity output.
Base habitability of stations feels too OP. Maybe change it to 150%? Its strange what in easy to made colony in empty space than on hot jungle world with some volcanoes.
This has been suggested before, but the problem is that an ecumenopolis would be able to accommodate hundreds of billions or trillions of inhabitants even on a smaller planet. Starsector doesn't support colonies this size.I thought colony size was 10^x? So a size 10 colony could easily support ten trillion inhabitants on the galaxy's smallest barren-bombarded? :P
This has been suggested before, but the problem is that an ecumenopolis would be able to accommodate hundreds of billions or trillions of inhabitants even on a smaller planet. Starsector doesn't support colonies this size.I thought colony size was 10^x? So a size 10 colony could easily support ten trillion inhabitants on the galaxy's smallest barren-bombarded? :P
You're right, my tired mind started off with 10^6 being a billion. (Or rather, 10^3 being a million.)This has been suggested before, but the problem is that an ecumenopolis would be able to accommodate hundreds of billions or trillions of inhabitants even on a smaller planet. Starsector doesn't support colonies this size.I thought colony size was 10^x? So a size 10 colony could easily support ten trillion inhabitants on the galaxy's smallest barren-bombarded? :P
Ain't 10^10 is ten billions?
Base habitability of stations feels too OP. Maybe change it to 150%? Its strange what in easy to made colony in empty space than on hot jungle world with some volcanoes.I would've agreed with you like a month ago, but then Isaac Arthur enlightened me on O'Neill cylinders and now I actually think that it makes perfect sense for stations to be so welcoming. Their high accessibility thanks to their lack of escape velocity combined with design freedom that allows completely Earth-like or even better environments make it likely that they would actually be the preferred places to live in for any spacefaring civilization. Planets could become either a novelty or be looked at solely through an industrial lens, with telluric worlds being targeted for metals, gas/ice giants being exploited for fusion fuel, and cold, atmosphere-rich places like Saturn's moon Titan acting as hosts for supercomputers because of their high potential for heat dissipation.
QuoteThis has been suggested before, but the problem is that an ecumenopolis would be able to accommodate hundreds of billions or trillions of inhabitants even on a smaller planet. Starsector doesn't support colonies this size. Arcology worlds feature the high population density and artificial environment of an ecumenopolis without the lore-breaking population requirements of a world city. I've seen other players who want this planet type replace the arcology texture in the mod folder with an ecumenopolis texture.Regarding the population, you are right, but couldn't the fact that the planet could house a few dozen billions be ignored and just have it behave like another planet perhaps maybe except the enhanced growth properties and or a maximum planet pop of 12? (i dont know about this one since you'd have to mess with the original values of the game and I assume that it aint easy)
Regarding a cloning industry, this already exists in this mod! You just have to enable it via the settings file. I don't want to implement the other suggestions as they basically just mimic vanilla industries but presumably with more commodity output.
the other alternative I could think of are Forge Worlds that behave as specialized industries on one single field, i.e they cant produce a lot of different stuff like convtentional colonies, but depending on its focus, lets say refining, it will be pumping out 3x or 4x more metals than normal colonies, the catch is that their stability is brutally low.
I also have several ideas for buildings and or unique resources if you'd like to hear them out so I can write them down.
Base habitability of stations feels too OP. Maybe change it to 150%? Its strange what in easy to made colony in empty space than on hot jungle world with some volcanoes.I would've agreed with you like a month ago, but then Isaac Arthur enlightened me on O'Neill cylinders and now I actually think that it makes perfect sense for stations to be so welcoming. Their high accessibility thanks to their lack of escape velocity combined with design freedom that allows completely Earth-like or even better environments make it likely that they would actually be the preferred places to live in for any spacefaring civilization. Planets could become either a novelty or be looked at solely through an industrial lens, with telluric worlds being targeted for metals, gas/ice giants being exploited for fusion fuel, and cold, atmosphere-rich places like Saturn's moon Titan acting as hosts for supercomputers because of their high potential for heat dissipation.
If anything, it's not the hazard level that should be worse on stations, but the defense level. An antimatter bomb opening a hole in your station is a lot worse than an antimatter bomb making a crater on your planet.
because with vanilla/Nex the stations have no population growth restriction.
Oh, almost forgot! In game we have planet conditions, which is increase habitability... Damn, i play to much of Stellaris. Ofc HAZARD rating. And some looks like they ask to be applied to stations: No Atmosphere, Extreme Cold, Darkness, Low Gravity.
Stations have no atmosphere and extreme cold around it 100% of times, also no natural gravity (at worst planets have low gravity) and sometimes darkness. But on the planet it will end in 200% hazard at best. But for some reason stations ignore this completely?
And the more independent sections you have - the more potential backup sources and shelters you have in case of emergencyI don't think they can be 100% independent. Running (for example) 10 different water\waste\air recycle systems will be a huge problem. Running 10 different reactors with 10 different power grids will be a nightmare. And i don't think it will be much less problem if one of them blow up.
Hazard level should be higher than on planet because of other reason - constant maintenanceThis is what I try to say - Example with palace in lava pool. Well, it's hard to express your thoughts on language what you hardly know.
Again. Station do have atmosphere (inside) and the bigger it became the less is surface that contact the vacuum.Well, this all can be applied to planetary structures: No atmosphere? - No problem, we have it inside! Pitch black darkness? - Who cares, we have artificial light instead! Etc. Not even mention such minor things like "it's a little bit hot\cold outside". But in game this conditions give 25-50% of hazard rating each.
So, no, I doubt it will be 200%. Rather 125-150%.I was talking about 150% before. Like in the barren worlds. IMHO they comparable in terms of how hard to manage and grow colony of them.
A century ago airplanes were extremely dangerous, expensive, and the almost-exclusive domain of the military and government. Today, air travel is very affordable and safer than driving a car. I imagine space habitation will undergo a similar evolution over time due to technological advancement and ultimately be able to justify a 100% hazard rating.Wait, lorewise wasn't it a problem that no one in Starsector could innovate because of the collapse and how pretty much most tech is lost tech and most blueprints have DRMesque locks on them?
Wait, lorewise wasn't it a problem that no one in Starsector could innovate because of the collapse and how pretty much most tech is lost tech and most blueprints have DRMesque locks on them?
Right, but that was after a golden age. They'd already done the innovating.A century ago airplanes were extremely dangerous, expensive, and the almost-exclusive domain of the military and government. Today, air travel is very affordable and safer than driving a car. I imagine space habitation will undergo a similar evolution over time due to technological advancement and ultimately be able to justify a 100% hazard rating.Wait, lorewise wasn't it a problem that no one in Starsector could innovate because of the collapse and how pretty much most tech is lost tech and most blueprints have DRMesque locks on them?
Derinkuyu Station was built post-collapse on the bones of an old set of Atlas maintenance gantries which were welded together then boosted out of Ancyra's gravity well and stabilized in Galatian asteroid belt to serve as a base for mining operations. A recent lapse in public order involving the 'long walk' of the governing Hegemony colonel has seen control default to a loosely organized council of rogue miners.A bunch of Atlases welded and duct taped together are canonically less hazardous than the vast majority of planets.
–In-Game Description
Station Conditions
Population04
Population: Tens of thousands of people live on Derinkuyu Mining Station.
Hazard Rating: 100%
Suggestion: terraforming projects and structures blueprints.
I mean, we have blueprints for planetary shield. So... Why not use same mechanic to all <most> TASC buildings? And no need of quest (like Red planet), just random rare drop things? Perhaps some packs? Same thing to all the stations (except the gates, they ave a quest).
Yeah, I can understand this feature can make frustrating some <casual> players, but it can give additional flavor to all the rest.
P.S. And the option to disable this in settings, would be great.
No, no, no! No quests. Just rare drop thing.
In other words: no luck - no buildings/projects/stations.
Something like couple tech packs with rarity ~ 0.2 of normal.
only frustration.
"why do I have all this Clarketech?"
More quests will be nice
Maybe I'll create a quest to unlock a Kletka Simulator blueprint, although both my existing quests already involve AIs so I don't want to be too repetitive.Make "election" and "prison" type of quests and you will be rewarded with everlasting glory!
I would argue that the Kletka Simulator is the only colony building in this mod that would require new physics or extreme technological advancements.This got me thinking a bit, and I think I stumbled upon a pretty good idea.
I would argue that the Kletka Simulator is the only colony building in this mod that would require new physics or extreme technological advancements.This got me thinking a bit, and I think I stumbled upon a pretty good idea.
The primary obstacle in creating virtual realities realistic enough to fool even Alpha Cores is the absurd amount of computation required. The resource for computation is energy, each bit flipped generates heat, and a good heat sink allows more computations per joule. Landauer's principle.
Now, even if we're generous and assume that the Kletka simulations are good enough to trick the AIs without having to recreate everything at the atomic scale or below, they would still be so taxing in terms of computing that you would need a really, really potent heat sink to prevent the energy consumed by the computations from being so absurd it could cause planet-wide blackouts, and that would be the lesser of your worries, since the extreme heat generated would be melting the computers or even their host stations.
With that in mind, I think Kletka Simulators should receive a treatment similar to Industrial Evolution's Supercomputers and be completely limited to cold worlds. This would:
1. Be more realistic.
2. Make it harder to spam them and get obscene amounts of cores, effectively nerfing them without doing any real damage to their viability.
3. Incentivize creating tundra and frozen worlds.
The only negative to this I can think of is the inconvenience it would cause to certain oddballs that I'm not sure even exist. By that I mean those who use this mod's Kletka Simulators, yet disable terraforming. Seeing that the primary reason why anyone would do the latter is the clash with Starsector's current lore(terraforming being like a lost art and all,) I can't imagine there being many among them who would use the far more egregious offense against the lore that is the Kletka.
Instead of limiting it to only cold worlds, perhaps I'll make the upkeep costs vary depending on the temperature of the world.A good alternative, but I still think the simulators shouldn't be allowed on stations, since you'd still get to spam them with astropoli and again, realistically, the heat would just cook them.
Maybe I'll create a quest to unlock a Kletka Simulator blueprint, although both my existing quests already involve AIs so I don't want to be too repetitive.
Make "election" and "prison" type of quests and you will be rewarded with everlasting glory!
I can understand "election", but trying to create a "prison" quest will melt brain to any modder due to complexity.I know nothing about modding... But it's impossible to "speed up" time on the map? Cuz over than this its just text quest.
Quick question (wasnt able to find the info in the previous 48 pages) would this conflict too badly with DIY planets? I love the idea of station building and stuff in this mod but also like the the other mod as well
I'm encountering an issue where one of my two variable assemblers is not creating the heavy machinery it should.
I have 2 colonies, one i colonised myself, one is a pirate base I bought.
The pirate base is my default deposit with a variable manufactory, beta core and the marines/arms VPC, which is working just fine.
The other is a Variable Assembler with a beta core and the heavy machinery VPC, and says it produces 0, but afaik there is no disruption to the required supplies for the assembler. It is supposedly also delivering 0 to my other colony.
I'm not sure whether this is an issue with the fact that the pirate base is not technically mine because i bought it, or something else.
Hi, so i have a quick question, since this mod has your old terraforming in it does it include the old GECKlike item you could find from domain mother-ships? or has that been removed? I'm just curious as i started playing this game again a few days ago and had to update mods and all that.
After completing a terraforming project on 3 planets, they all seem to have gained a texture corresponding to "arcology_glow.png". None of them are arcology worlds. Is this intended?Spoiler(https://i.imgur.com/xfyimWy.png)(https://i.imgur.com/Nq2iggP.png)(https://i.imgur.com/bDCOZfo.png)[close]
Can confirm the above.
Also that the glow texture isn't fading out like it should, so it's visible on the 'day' side.
Appears to apply only to player owned worlds which have been terraformed. Newly settled worlds do not get the overlay.
Lights texture for arcology, if wanted:Spoiler(https://i.imgur.com/CTMwcMC.png)[close]
Question: Do the solar mirrors still change temperatures or not? I built some at a gas giant colony but they don't seem to be doing anything.
I remember reading several pages back that it took a few cycles for the effect to kick in and I'm wondering if that's still valid and I need to wait... or if they just don't do that at all anymore.
but there is no terraforming project to change the temperature. Not on the gas giant or any other of the worlds that I've settled. It's not on the options list. Did I miss something? Is it someplace else? I'm confused.
So mirrors on the gas giant are just a waste of money?
if we here already.
Also, I can no longer build hydroponics on astropoli. I can still build them on mining and fuel stations, though. Is this intentional or a bug?
if we here already.
The suggestion. Bad one, but who knows?
All planet type changing projects removes conditions that new type can not host and add conditions it can not exist without (temperature, atmosphere), but do not add recources it can potentially have. In other words, if you terraform barren into terran, it will gain normal temperature, atmosphere but not farmland, volitiles or organics. You have to improve that with a separate projects, similar we have "mild climate" now. Those projects always increase those values by 1 (not above maximum, ofc.) or add minimal amount if there was no of it.
Projects can be applied even on non-terraformed worlds, that have those resource values below maximal to it type. Example: You have desert planet with no farmland at all, so you can add it with project, so it became "poor farmland"(-1). IIRC maximal farmland for deserts - adequate(0), but could be wrong here, so you can launch that project again, but only once. When you have this farmland (0) desert world, you can terraform it into terran, and farmland (0) will remain intact, so you need two more farmland projects to reach "bountiful" resource level.
1. Yes, it will add additional steps, players not always would like to do and confused of it. Serious weakness.
2. It makes more options for terraforming inside existing planet type, alongside with "normalize temperature" and "normalize atmosphere". Serious plus, especially if it is non-standard type.
EDIT: numerous Typos.
How could a terran planet lack farmland, when by definition arable land like forests must exist for a planet to be considered terran?Quite simple - for example soil condition can be very badly suited for species what humans grow. Or ecosystem can be extremely hostile for such species. Many reasons.
Quite simple - for example soil condition can be very badly suited for species what humans grow. Or ecosystem can be extremely hostile for such species. Many reasons.But you terraformed it, why would any of those apply when you're in charge of what soil and species exist?
Is it the hydroponics industry from my mod (has to be enabled in settings), or one from a different mod?
Quite simple - for example soil condition can be very badly suited for species what humans grow. Or ecosystem can be extremely hostile for such species. Many reasons.
How could a terran planet lack farmland, when by definition arable land like forests must exist for a planet to be considered terran?
I feel like arable soil would be just another part of the terraforming project.
Considering the discussions about farming and everything.
I think Hydroponics need to be active by default IMO. That way you could have some Farming on Barren or Inhospitable Planets.
I can't get this to run in the console but if this does, would this script delete non-volatile debris fields? Or is it impossible even with power of scripts?
The below edits to your code should result in only the CampaignTerrainAPI that the player fleet is located inside of being deleted. I haven't tested it, so you might have to make minor changes to get it to compile. Hope this helps!Code: javaruncode SectorEntityToken fleet = Global.getSector().getPlayerFleet();
List<SectorEntityToken> sectorEntityTokens = fleet.getContainingLocation().getAllEntities();
for(int i = 0; i < sectoryEntityTokens.size(); i++)
{
if(sectorEntityTokens.get(i) instanceof CampaignTerrainAPI)
{
if(((CampaignTerrainAPI)sectorEntityTokens.get(i)).getPlugin().containsEntity(fleet))
{
fleet.getContainingLocation().removeEntity((SectorEntityToken)sectorEntityTokens.get(i));
}
}
}
I can't get this to run in the console but if this does, would this script delete non-volatile debris fields? Or is it impossible even with power of scripts?
The below edits to your code should result in only the CampaignTerrainAPI that the player fleet is located inside of being deleted. I haven't tested it, so you might have to make minor changes to get it to compile. Hope this helps!Code: javaruncode SectorEntityToken fleet = Global.getSector().getPlayerFleet();
List<SectorEntityToken> sectorEntityTokens = fleet.getContainingLocation().getAllEntities();
for(int i = 0; i < sectoryEntityTokens.size(); i++)
{
if(sectorEntityTokens.get(i) instanceof CampaignTerrainAPI)
{
if(((CampaignTerrainAPI)sectorEntityTokens.get(i)).getPlugin().containsEntity(fleet))
{
fleet.getContainingLocation().removeEntity((SectorEntityToken)sectorEntityTokens.get(i));
}
}
}
runcode SectorEntityToken fleet = Global.getSector().getPlayerFleet();
List<SectorEntityToken> sectorEntityTokens = fleet.getContainingLocation().getAllEntities();
for(int i = 0; i < sectorEntityTokens.size(); i++)
{
if(sectorEntityTokens.get(i) instanceof CampaignTerrainAPI)
{
if(((CampaignTerrainAPI)sectorEntityTokens.get(i)).getPlugin().containsEntity(fleet))
{
fleet.getContainingLocation().removeEntity((SectorEntityToken)sectorEntityTokens.get(i));
}
}
}
An alternative means of 'researching' could be to have 2 separate streams running off the same infrastructure.
Infrastructure
This might take the form of an industry with a non-trivial level of upkeep, and an input of crew (to represent the researchers).
From this you would have the 2 streams of research.
The 'general' stream which is running constantly.
And the 'specific' stream which runs only when set by the player.
'General' stream
When the research industry first goes online, the player is prompted to select an area to research.
This will be one of the the stats that are shared accross all ships - such as hull points, armour, speed, flux capacity etc.
The research will then tick away until complete, at which point the player will be prompted to select another project.
The length of time this would take to complete would be on the order of weeks.
Each 'level' of completion adds +x% to that stat for all ships owned by the player empire.
These projects can be repeated as many times as desired.
However, every completed level of a project will increase the time 'cost' of each subsequent level of that specific project. So even though there is no hard cap on the number of times the player can research a particular project, there will be a soft cap base on time invested.
'Specific' stream
The specific stream remains inactive until explicitly invoked by the player. The project will run until completion and then sit idle until invoked again.
In order to start a specific project the player will need to own a working heavy industry, and a have a learned blueprint for the ship type they wish to modify.
The player will first pick a specific ship type to modify from the heavy industry blueprint list, and then select a specific attribute to improve.
(There could be a greater choice of attributes to mofify here than via the general route.)
Upon selecting an attribute, the player will be presented with a 'cost' in order to proceed. This will be a small assortment of commodities, which will be removed from either the player inventory or colony storage when the player accepts.
The project itself will run for a number of days, and will improve stat y by +z%. But only for that specific type of ship.
Each time a particular ship is improved, any further 'specific' project related to that class of ship will become more expensive both in time and resources.
The increase in 'cost' would be a similar soft cap to the general stream.
Considerations
As a rule, the improvements gained via the 'specific' route will be more substantial than those gained via the 'general' route. z > x.
All improvements are fully retroactive - which means that any researched improvement will apply to any ship the player 'owns' immediately. Same as how certain skills apply stat modifiers to owned ships, but globally throughout the player faction rather than just the player fleet.
Having to build new ships to take advantage of research would be more 'realistic' but would be a considerable increase in micromanagement, and would undermine any features which might be encouraging the player to retain ships for roleplay/story progression purposes.
The ability to arbitrarily improve all a ship's stats may be 'too good'. In which case it could be possible to introduce choices insomuch as if you choose to improve a you lose the ability to improve b.
This would be akin to 'specialising' your faction.
It would also require some careful consideration in order to avoid trivial choices.
@Boggled, do you remember ancient suggestion about research stations?
I think, Serenitis (https://fractalsoftworks.com/forum/index.php?action=profile;u=4828) just proposed here (https://fractalsoftworks.com/forum/index.php?topic=18832.msg295461#msg295461) approximate mechanic they can use.Copypaste from thereAn alternative means of 'researching' could be to have 2 separate streams running off the same infrastructure.
Infrastructure
This might take the form of an industry with a non-trivial level of upkeep, and an input of crew (to represent the researchers).
From this you would have the 2 streams of research.
The 'general' stream which is running constantly.
And the 'specific' stream which runs only when set by the player.
'General' stream
When the research industry first goes online, the player is prompted to select an area to research.
This will be one of the the stats that are shared accross all ships - such as hull points, armour, speed, flux capacity etc.
The research will then tick away until complete, at which point the player will be prompted to select another project.
The length of time this would take to complete would be on the order of weeks.
Each 'level' of completion adds +x% to that stat for all ships owned by the player empire.
These projects can be repeated as many times as desired.
However, every completed level of a project will increase the time 'cost' of each subsequent level of that specific project. So even though there is no hard cap on the number of times the player can research a particular project, there will be a soft cap base on time invested.
'Specific' stream
The specific stream remains inactive until explicitly invoked by the player. The project will run until completion and then sit idle until invoked again.
In order to start a specific project the player will need to own a working heavy industry, and a have a learned blueprint for the ship type they wish to modify.
The player will first pick a specific ship type to modify from the heavy industry blueprint list, and then select a specific attribute to improve.
(There could be a greater choice of attributes to mofify here than via the general route.)
Upon selecting an attribute, the player will be presented with a 'cost' in order to proceed. This will be a small assortment of commodities, which will be removed from either the player inventory or colony storage when the player accepts.
The project itself will run for a number of days, and will improve stat y by +z%. But only for that specific type of ship.
Each time a particular ship is improved, any further 'specific' project related to that class of ship will become more expensive both in time and resources.
The increase in 'cost' would be a similar soft cap to the general stream.
Considerations
As a rule, the improvements gained via the 'specific' route will be more substantial than those gained via the 'general' route. z > x.
All improvements are fully retroactive - which means that any researched improvement will apply to any ship the player 'owns' immediately. Same as how certain skills apply stat modifiers to owned ships, but globally throughout the player faction rather than just the player fleet.
Having to build new ships to take advantage of research would be more 'realistic' but would be a considerable increase in micromanagement, and would undermine any features which might be encouraging the player to retain ships for roleplay/story progression purposes.
The ability to arbitrarily improve all a ship's stats may be 'too good'. In which case it could be possible to introduce choices insomuch as if you choose to improve a you lose the ability to improve b.
This would be akin to 'specialising' your faction.
It would also require some careful consideration in order to avoid trivial choices.[close]
Off course, it was suggested for the general gameplay, not mod, but with slight polishing and balance, it could be a thing.
It was worth trying.
Then, maybe, unlock features via research? I feel like it's strange to have eisen division and arcology project from start. Most of the structures and terraforming projects can be initially locked and obtained by reserching. Fair?
It will be very, very cool addition.
and maybe feature to unlock BP with this. Maybe via reverse engineering - like you bring ship hull to research station, and this will have some chances to give you BP of this ship (ofc if player even allowed to have bp of this ship) with cost of time, money and ship hull. But this too seems like very difficult thing to make.
Is it possible to require a specific item besides just Credits, as a prerequisite?
Is it possible to require a specific item besides just Credits, as a prerequisite?
Because then you could Gate it behind something that currently doesn't have much use: Survey Reports.
As an alternative to selling them for cash, use Survey Reports as a currency to buy Terraforming Technique progress
Not sure if this is possible, but it seems to address the issues of getting Terraforming Structures from the get go, and provides another, logical use for Surveying.
About research... It will be very, very cool addition. But IMHO, to being good, it requires a lot of effort and really hard to balance.
Right now, IMHO, most obvious options here is locking some buildings behind it, and maybe feature to unlock BP with this. Maybe via reverse engineering - like you bring ship hull to research station, and this will have some chances to give you BP of this ship (ofc if player even allowed to have bp of this ship) with cost of time, money and ship hull. But this too seems like very difficult thing to make.
If we here already©, it would be fair for advanced industries (kletka simulator and eisen division, or some arcology structures) requires a specific rare drop item similar to NF to function, so player can have only limited amount of them, instead of spam-abusing available now. DEA can not limit the number of industries, as single vast ruins archeology can supply literally infinite amount of DEA structures.
If you enable the temperature-based upkeep for the Kletka Simulator
About research... It will be very, very cool addition. But IMHO, to being good, it requires a lot of effort and really hard to balance.
Right now, IMHO, most obvious options here is locking some buildings behind it, and maybe feature to unlock BP with this. Maybe via reverse engineering - like you bring ship hull to research station, and this will have some chances to give you BP of this ship (ofc if player even allowed to have bp of this ship) with cost of time, money and ship hull. But this too seems like very difficult thing to make.
This would actually be possible to make! I could have a "research lab" building that adds an extra storage space to the planet, and placing ships/weapons/LPCs in it will allow the player to start a project to reverse engineer them to create a blueprint. The main problem with this is it will obviate the need for the player to go out into the fringe to search for loot, and the player can already obtain everything from the Prism Free Port if they're using default settings with Nexerelin. It's probably not worth the effort to implement relative to the number of players who would actually enjoy using it. I wouldn't use it myself as I think exploring and salvaging in the fringe is one of the more enjoyable parts of this game.
The main problem with this is it will obviate the need for the player to go out into the fringe to search for loot
Quote from: Chikanuklink=topic=17094.msg295483#msg295483 date=1596314502About research... It will be very, very cool addition. But IMHO, to being good, it requires a lot of effort and really hard to balance.
Right now, IMHO, most obvious options here is locking some buildings behind it, and maybe feature to unlock BP with this. Maybe via reverse engineering - like you bring ship hull to research station, and this will have some chances to give you BP of this ship (ofc if player even allowed to have bp of this ship) with cost of time, money and ship hull. But this too seems like very difficult thing to make.This would actually be possible to make! I could have a "research lab" building that adds an extra storage space to the planet, and placing ships/weapons/LPCs in it will allow the player to start a project to reverse engineer them to create a blueprint. The main problem with this is it will obviate the need for the player to go out into the fringe to search for loot, and the player can already obtain everything from the Prism Free Port if they're using default settings with Nexerelin. It's probably not worth the effort to implement relative to the number of players who would actually enjoy using it. I wouldn't use it myself as I think exploring and salvaging in the fringe is one of the more enjoyable parts of this game.
This is an upcoming Industrial.Evolution Structure that is finished in Dev, and is currently being tested. The main problem here is mod support - authors have to whitelist their ships, which is a slow process.
It's not un-fun, and a viable alternative to just flat out buying stuff from nex.
Less work upfront - definitely. I had a blacklist planned initially, but it also causes problems - what about stuff like blade breakers? What about the recently revived Templars? I'd have to run after dumpster fires manually blacklisting all the stuff that's broken in player hands, and probably end up with more work in total.
With a blacklist, I am also forcing other mod authors to take action to prevent severe balance issues/keep their vision of the mod, which is not very nice, and causes bad blood.
The whitelist system allows mod authors to take part in this if they want to, and to not, if they don't.
I agree that this takes away from player experience - but I hope that authors will implement the lists, and with time, the system will become what players expect of it.
(also whitelisting is literally adding the ship id to a .csv, which is easy enough for even tech illiterate people to do)
About white list - maybe you made it possible for player to add ships to white list too? For example if someone really wants to got BB blueprints this way - why not? This is a single player sandbox anyway.
About limitation - I think one of valid option is adding chance to succeed. Maybe based on player tech skill three and\or AI core attached to industry? And if you fail - you just lost hull for nothing. I know for some people this will be extremely frustrating even with 5% chance to fail, but this can be fixed with simple "made reverse-engeneering have 100% chance to succeed no matter what" option in settings.
Re: Hydroponics being 'too good'.
One option to consider is to make it 'local only'.
In other words entirely remove the commodity exports, and have the industry essentially cancel out the food demand for the colony it is built on.
(Unknown Skies uses a similar mechanic for it's 'space fungus' condition & drugs.)
This would result in that one colony being 'self-suficient' for food at the cost of an industry slot.
But every other non-farming colony would still require imports, unless they also built a hydroponics industry.
And there would be no income from hydroponics as the entire output is being used by the colony locally, so the industry would be a net loss.
The player would then have to decide if the use of an industry slot, and the addition of more upkeep in exchange for food security is desireable on a colony-by-colony basis.
I've been thinking about something you could add to the mod.
I feel lately all the attention has been focused on the Terraforming of Planets.
But the second part of the mod Station Construction hasn't been addressed in a while. And i feel the Station Construction mechanic has a lot of potential.
I would love it if you include the option to improve the Resources Conditions and maybe Overall Conditions on the Stations. Be it through an Industry or through Terraforming (or using the a new Menu, Station Improvements or Upgrades)
Here's some examples:
Improved Mining Drones - This should improve the conditions by +1. So from Moderate on Asteroid Belts to Abundant. Also would improve the output of Volatiles you get from the Gas Giant by +1.
Interstellar Telecommunications Array - This would basically give you a Makeshift Comm Relay. Perfect for a small mining operations in a system with no Stable Locations or if for some reason you built a Station in a Hostile System.
Minefield - This would increase the Defense Rating of the Station, probably reducing the Accessibility (but could be fixed with either Alpha Cores, if its an Industry, or with an Upgrade if its similar to terraforming.)
Military Outpost - Increases Fleet Size, perfect for making a Station as a Base of operations.
Improved Local Production - This would become unlocked only if you have Mining > Refining > Heavy Industry on the Station. Since everything is being produced locally, this should increase Ship Quality. Upgrading Heavy Industry to Orbital Works improves the bonus even further.
I really love the Station feature of the mod and i really hope it gets just as much content as the Terraforming and Planet part has.
Thank youCoderuncode SectorEntityToken fleet = Global.getSector().getPlayerFleet();
List<SectorEntityToken> sectorEntityTokens = fleet.getContainingLocation().getAllEntities();
for(int i = 0; i < sectorEntityTokens.size(); i++)
{
if(sectorEntityTokens.get(i) instanceof CampaignTerrainAPI)
{
if(((CampaignTerrainAPI)sectorEntityTokens.get(i)).getPlugin().containsEntity(fleet))
{
fleet.getContainingLocation().removeEntity((SectorEntityToken)sectorEntityTokens.get(i));
}
}
}
I just tested the above slightly edited code. It should be able to remove any debris field the player fleet is located inside of.
I've built every terraforming building how long will it take me to terraform a Barren world? if you do not mind me asking?
Hello Boggled, I love your mod! Turning those "almost" planets into viable options is the best!
I have a comment about the mod: I'm playing with Nex (among other mods) and something funny happened. When Tri-Tach took over Volturn the option to gain the gene-modding tech (for my own lobsters) was gone! I'm assuming this is intended, but I wanted to point it out just incase it wasn't.
Well now that I think about it, this might not even be something you can fix directly, as I'm assuming that the tech is tied to Diktat controlled Volturn directly, and not just the planet itself.
Thanks for reading my incoherent post, you can tell I didn't have my thoughts ordered before I started typing. And its much better to ramble on mobile than to scroll back through this tiny box and edit everything ;D
I've built every terraforming building how long will it take me to terraform a Barren world? if you do not mind me asking?
Can you describe exactly how this occurred? I actually tested this circumstance myself when I was developing the quest and it still worked. Were you able to initiate the quest on Umbra?
Can the archipelego class be added to the terraform option?
but practically it is no more than water world (already available) with different sprite texture.Actually, archipelago worlds are a bit better than water worlds because they're water worlds that get farming bonuses, so if you're lucky, you can have both Bountiful Farmland and Volturnian lobsters.
Actually, archipelago worlds are a bit better than water worlds because they're water worlds that get farming bonuses, so if you're lucky, you can have both Bountiful Farmland and Volturnian lobsters.
Not sure if it will be useful, but I did it.
P.S. I am really bad at gif optimizing...Spoiler(https://i.imgur.com/NY27iyf.gif)[close]Smaller version(https://i.imgur.com/9YHjfWa.gif)[close]
@Boggled
Just wanted to report everything is working fine, after going to Umbra I was able to start (and subsequently complete) the quest.
Can the archipelego class be added to the terraform option?
add a special ending for the lobsters if your allied with the group who did it as it doesnt make sense that way
bug when you build an acropolis because it acts like a colony you get the docked once its done no matter where you are, which allowed me to insta repair when doing so [redacted] clearing
Would it be hard/possible to make the ore levels on mining stations depend on the amount of asteroid belts/fields in the system?
I dont get the quest at Umbra. Did i skip it in the past and then can't get it anymore? If it's something like that how can i reset (if possible) the quest?
A small suggestion, if possible:
The possibility to make the Astral Gates "orbitable" objects. I've had a few instances where i want to idle near my astral gate, but this means i have to catch up with it manually every so often before it goes away. Usually it's not a problem if there's something else close by that i can attach to so i can orbit along with it, but it's usually not the case in my playthrough.
Is there any specific requirement for seeded lobsters?
I colonised a 'native' water world I found and put lobsters on it, but because of shifting priorities I didn't build an aquaculture right away.
When I did build an aquaculture the colony harvested lobsters and put them in the stockpile, and the tooltip indicated the output was food + lobster.
But there were no exports being generated, and the colony did not show up in the 'places to buy' display.
I tried removing the lobsters by editing the campaign.xml and re-seeding them with the aquaculture in place.
And I tried terraforming the planet to see if that had any effect.
Niether made any difference.
I'm fairly sure I have seeded lobsters with all the expected results in a previous game.
Although that was from a world that was terraformed to water, and had some script event which created a farm then changed it to aquaculture.
I agree that stations need some additional features to make them more worthwhile to construct.Going back to this for a moment... how about adding a station-exclusive structure that improves accessibility on all colonies in the system the same way gatekeeper stations do?
This is the 'native' world I tried editing and terraforming.
Here you can see the lobster pens condition, and the commodity list.Spoiler(https://i.imgur.com/CjRxqhD.png)[close]
The tooltip for the aquaculture.Spoiler(https://i.imgur.com/rCUwMKs.png)[close]
The colony stockpile.Spoiler(https://i.imgur.com/oCzK2hq.png)[close]
And the commodity tooltip.Spoiler(https://i.imgur.com/DhsxlNy.png)[close]
Volturn doesn't have the lobsters listed in its commodity exports either.Spoiler(https://i.imgur.com/DQw6EJC.png)[close]
Volturn's industry tooltip shows the same.Spoiler(https://i.imgur.com/2BMVVAI.png)[close]
And the commodity tooltip.Spoiler(https://i.imgur.com/kdETgHt.png)[close]
Looks like I've mis-remembered the commodity list, but I'm fairly certain that a colony with lobsters should be appearing on the places to buy list.
I don't currently have an example of a 'non-native' water world, but I'll change that shortly.
[edit]
And the terraformed colony, complete with exports in the commodity tooltip.Spoiler(https://i.imgur.com/ZmaG7pg.png)[close]
I agree that stations need some additional features to make them more worthwhile to construct.Going back to this for a moment... how about adding a station-exclusive structure that improves accessibility on all colonies in the system the same way gatekeeper stations do?
In my mind, it would basically be a separate-slot extension to Spaceports/Megaports. It could be called a "Starhub" or something and be justified with a description that says that it's designed to take full advantage of the lack of surrounding gravity and atmosphere, allowing the station to act as a hub that greatly improves the local space infrastructure.
For the accessibility bonus, I imagine something like 20% for the station itself and 10% or so for the other colonies. The system-wide bonus could get ridiculous in systems with many gas giants or massive planets, but I think that an empire that can build that many siphon stations and astropoli is probably already so rich that it wouldn't benefit from the extra accessibility all that much, anyway.
I think system-wide accessibility increases are very powerful, and even two or three stations stacking that bonus will become very overpowered very quickly. I like this idea, but maybe limiting it to one per system would prevent it from creating ridiculous 300% accessibility markets late in the game.Limiting it to one per system is fair, but that would only partially fulfill the purpose of making stations worthwhile. You'd only need one to get the bonus and that's it.
I'd suggest just lowering the accessibility bonus instead(to 5%, maybe?), but that would mean that the first one built would be rather useless, basically making it a bonus that's only worthwhile to those who are already wealthy enough to freely build multiple stations.
If possible, I think the best solution would be implementing diminishing returns. E.g. 10% from the first one, 7% from the second, 5% from the third, 3% from the fourth, and then 1% from the fifth onwards.
I think system-wide accessibility increases are very powerful, and even two or three stations stacking that bonus will become very overpowered very quickly. I like this idea, but maybe limiting it to one per system would prevent it from creating ridiculous 300% accessibility markets late in the game.Limiting it to one per system is fair, but that would only partially fulfill the purpose of making stations worthwhile. You'd only need one to get the bonus and that's it.
I'd suggest just lowering the accessibility bonus instead(to 5%, maybe?), but that would mean that the first one built would be rather useless, basically making it a bonus that's only worthwhile to those who are already wealthy enough to freely build multiple stations.
If possible, I think the best solution would be implementing diminishing returns. E.g. 10% from the first one, 7% from the second, 5% from the third, 3% from the fourth, and then 1% from the fifth onwards. The first four combined would give a nice 25% increase, and I'm not sure how many people would bother getting it higher when each new one starts giving just 1%, so I'd say it's a nice middle ground between locking the bonus to a single station and allowing the insane bonuses from multiple stations with flat stacking.
And if you find it OP, you have the option of putting the structure behind a hefty price tag or harsh upkeep/demand.
I'd suggest just lowering the accessibility bonus instead(to 5%, maybe?), but that would mean that the first one built would be rather useless, basically making it a bonus that's only worthwhile to those who are already wealthy enough to freely build multiple stations.
If possible, I think the best solution would be implementing diminishing returns. E.g. 10% from the first one, 7% from the second, 5% from the third, 3% from the fourth, and then 1% from the fifth onwards.
If we started to dig that deep... Why not differentiate bonuses entirely (instead of decreasing bonus increase rate), based on amount of hubs available in a system? I try to explain, but you should consider this is a bad example, I just unable to propose better:
1. First hub in a system will provide nothing than stockpile size increase, similar to waystation do.
2. If you have two hubs in a system, both will achieve bonus 1 and additional in-factional import capacity. (not sure if it actually possible to adjust).
3. If there are 3 hubs in a system, all stations with them get bonuses 1 and 2 and +20% extra accessibility for stations with hubs. All non-hostile markets in systems gain flat +10 accessibility bonus.
4. Network of 4 hubs will provide all the bonuses 1-2-3 and additionally increase burn level of all non-hostile non-military (in other words - traders only) with a factor of 2. In the system, of course. Alternatively - increase fleet strength for non-hostile trade fleets, generated in that system.
Well... Yeah... That is terrible...
But the point is: give entirely different bonuses, based on amount of hubs, and not get hung up on accessibility only.
plausible description for the structure itself.
uhm...so i have this installed but not DYI. anyone have both mods installed?
Spaceports are probably constructed based on similar specifications regardless of whether they're on planets or stations. The structure, on the other hand, would be designed specifically with zero-g and no atmosphere in mind, letting it utilize the three-dimensional freedom as well as lack of air resistance and escape velocity to turn the station into a true hub on the interstellar highway.
...With one problem here: "Modern" Persean Sector state is decay, so any "ancient" means "superior to modern".Key term: "pre-Collapse quirks."
You can have the best heater in the world, but it's not gonna help you much if you live in the Sahara.
I think that on player-controlled planets, there is no market for you to buy from, whereas on your second planet the independent market is stocking lobsters, which makes them appear under "best places to buy". This should be easy to confirm: deconstruct the commerce industry on the second planet and built it on the first. The "best places to buy" should update accordingly.It's this.
Hello Boggled I am in desperate need of help. I’m a beginner and need help enabling the terraforming function, how do I add the abilities?
Not sure if it will be useful, but I did it.
P.S. I am really bad at gif optimizing...Spoiler(https://i.imgur.com/NY27iyf.gif)[close]Smaller version(https://i.imgur.com/9YHjfWa.gif)[close]
Can the archipelego class be added to the terraform option?
No, I don't think this is a good idea. Having too many terraforming options clutters the UI, and it would create confusion about whether the archipelago is considered a water world or a terran world. As Uhlang and Chikanuk indicated, there would be issues regarding seeding volturnian lobsters on it as well. Overall, I think it would create more complexity and confusion, and if the player doesn't use US they won't even see it.
As per usual, I'll change my mind about this if there's enough popular demand.
Maybe put this video in the OP-post? Im sure this is not the first question of this type and not the last one.
Is it possible to include research stations this mod for researching blueprints and other things?
It just came to me that the station-exclusive system-wide accessibility bonus structure I suggested is basically an extreme version of the Waystation.
I never saw any mod add new structures as upgrades to vanilla ones, but if it's doable, maybe that's a good way to implement it?
Also, I find that most of the worlds fit for mining already have Tectonic Activity on them, making Planet Cracking somewhat situational.
Why not give it another level and allow it to be used on planets with Tectonic Activity? Let it give the same bonus to resources, but make the Tectonic Activity extreme.
Suggestion: Add option to upgrade Makeshift Comms etc. instead of having to dismantle and build the new Domain one
>Me wanting to replace the Makeshift Object with the better one in an ally/commissioned/shared system
>Getting hit with -5 Rep every time, or not being able to do it, because a fleet is patrolling the relay
Can the archipelego class be added to the terraform option?
No, I don't think this is a good idea. Having too many terraforming options clutters the UI, and it would create confusion about whether the archipelago is considered a water world or a terran world. As Uhlang and Chikanuk indicated, there would be issues regarding seeding volturnian lobsters on it as well. Overall, I think it would create more complexity and confusion, and if the player doesn't use US they won't even see it.
As per usual, I'll change my mind about this if there's enough popular demand.
I wanna retake this subject and add my thoughts on this matter:
1.- Forgive me but i don't understand the "cluttering UI issue" considering the terraforming menu, more so the planet transformation submenu is visited very infrequently, pretty much you do it once for each condition you want to apply and you're done.
2.- If you wanna appeal to the people who does not use US, you could make it an option that has to be enabled in the config file first, something like:
"This option enables terraforming options related to Unknown Skies, set it to TRUE if you use that mod. Default = False" Obviously i don't know about modding, so i don't know if it's possible to gate it like that, I'm just assuming it is possible because of a lot of the content is gated via the config menu.
I would like to see more planet types from Unknown Skies added to the terraforming options, to name a few: Archipelago, Continental, Auric.
Changing the subject a bit, for vanilla, could it be possible to add "Terran Eccentric" to the list?
Sorry for bringing an old issue back, but i think this is important and it would appeal to a lot of people who use Unknown Skies.
I suppose I can add some other planet types in the next patch and just make them non-default settings to satisfy those who really want them.
I can detect if the player has US enabled and automatically enable the US-specific planet types in that case.
I think the video would need to have text overlain on it to clarify what the purpose of the video is and what it's showing. If I just include it without comment players won't get the point of it.
I think the video would need to have text overlain on it to clarify what the purpose of the video is and what it's showing. If I just include it without comment players won't get the point of it.
Did I mention, I hate GIF editing?Spoiler(https://i.imgur.com/ulvepTi.gif)[close]
And for the Agreus - it is literally first planet to deciv in any playthrough. And if it became so important now - is there any way make it little less fragile?
P.S. Special thanks for nexuses!
Are you running modded factions that are hostile to independents?
Are you running modded factions that are hostile to independents?
Nope. Not a single faction mod. Also, no Nex, so no one except player will not kill pirate bases, so they growth in strength fast. Single strong pirate raid is enough to make low stability. Two raids from two pirate bases in a short duration - certain deciv.
I suppose, the more faction mods (and habitable systems) are present in game - the less chances system would be raided by pirates twice in a short period of time. In solid vanilla case - Argeus and Asharu are first to deciv. Can confirm that by multiple playtroughs.
I would bet that almost all players using my mod also have Nex enabled. Even if Agreus becomes decivilized, it will provide artifacts for enough time that the player will become aware how artifacts work as a commodity.
I think it would probably be out of scope for this mod to add a star fortress, fleet command, etc. to Agreus to make sure it doesn't get decivilized.
And for the Agreus - it is literally first planet to deciv in any playthrough. And if it became so important now - is there any way make it little less fragile?
is there a way to enable arcology projects for non-arcology world's? I'm using the other terraforminh mod, but think the industries from this mod are very cool.
thanks!
no problem, I'm just glad you've made these cool features - on anothert note, anyone else had problems to export lobster from colonies? won't show up, even when debug editing the colony.is there a way to enable arcology projects for non-arcology world's? I'm using the other terraforminh mod, but think the industries from this mod are very cool.
thanks!
I was in the middle of releasing an update, but thanks to this suggestion it's now going to be delayed so I can add this setting. Thank you!
no problem, I'm just glad you've made these cool features - on anothert note, anyone else had problems to export lobster from colonies? won't show up, even when debug editing the colony.is there a way to enable arcology projects for non-arcology world's? I'm using the other terraforminh mod, but think the industries from this mod are very cool.
thanks!
I was in the middle of releasing an update, but thanks to this suggestion it's now going to be delayed so I can add this setting. Thank you!
Convert/ replace an inactive Gate into an Astral Gate for half the cost (except crew).
Was rather disappointed when I build a Gate in Mayasura, and it appeared at the far edge of the system, far far away. There is an inactive Gate in the system too, much nearer and doing nothing but reminding the player that we are living in the Galactic Version of the Dark Ages.[/li][/list]
Add a Built Time for the Astral Gate Structure.
Having it instantly added seems unrealistic for such a big project.[/li][/list]
If you build an Astropolis on a Colony which you bought Governorship, the Astropolis will be considered as a Governorship too, it will not count as your own colony
Intended or a problem/ unintended side effect with Nex?[/li][/list]
A little problem I had: I manually changed max Officer LvL to 29. Captain Odysseus, who had all the skills but "only" LvL 20, couldn't LvL up, and the LvL Up screen was blank (I could ignore it if I wanted).
Manually set his LvL to 29 and Exp to around 735000 iirc, probably wasn't needed with his LvL set to max.
I hadn't considered this interaction previously. Probably the best solution is to block construction of astropoli on planets under governorship. That way it won't be an easy means of "backdooring" getting a player colony, and it won't encourage creating an awkward situation where the planet is controlled by a different faction than the orbiting astropoli.Hopefully this could be configurable; I used console Commands to give the Colonies to my Faction.
I hadn't considered this interaction previously. Probably the best solution is to block construction of astropoli on planets under governorship. That way it won't be an easy means of "backdooring" getting a player colony, and it won't encourage creating an awkward situation where the planet is controlled by a different faction than the orbiting astropoli.Hopefully this could be configurable; I used console Commands to give the Colonies to my Faction.
Also regarding Astropoli: The Abandoned Astropolis around Mairaath isn't counted towards the 3 per Planet cap; I have 3 Astropolis + the restored one Orbiting Mairaath in one of my saves now
Upgrading a makeshift structure will improve your relations by 5 with the owner.
Thanks for the update Boggled! Really appreciate!
That said, i have a small observation to make:
I think Continental terraforming projects are not working as intended. I tried transforming a planet into a Continental type, the points are counted as intended and everything seems to work as normal, but when it's done, nothing happens and no terraforming actually occurs.
All the other new terraform types work as intended. Also made sure to check if i have the most up-to-date version of Unknown Skies.
I've been doing this in an existing save, haven't checked in a new save yet.
QuoteUpgrading a makeshift structure will improve your relations by 5 with the owner.
Can it be abused to grind pirate rep? I mean, pirate bases spawn makeshift objects, and the pirate activity and raids often capture those structures to be temperately pirate-owned. +5 for each means just 40 of them to change -100 to +100. Still harder than spaceport disruption abuse.
Sometimes I am a little perfectionist; all my Colonies are Terran/ Arcology with a 50% Hazard Rating except Stations/ Astropoli.
Suggestion: Add a Station-only expensive Structure to reduce Hazard Rating by 20%, upgradeable for a 40% reduction + another 10% with an Alpha Core
750.000 Initial Cost, 2.000.000 Upgrade Cost, 40.000 monthly (which effectively will be less because of less Hazard)
492337 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.campaign.econ.industries.Astropolis_Station.numAstroInOrbit(Astropolis_Station.java:343)
at data.campaign.econ.industries.Astropolis_Station.isAvailableToBuild(Astropolis_Station.java:373)
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)
I'm getting the following null error crash when I try to open the build screen for a new colony. This has worked fine with this mod set I have in previous saves and the only difference I can think of here is that there's a domain cryo ship in the system. I assume its to do with the astropolis bit but I'm not sure what's going wrong there exactly.Code492337 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.campaign.econ.industries.Astropolis_Station.numAstroInOrbit(Astropolis_Station.java:343)
at data.campaign.econ.industries.Astropolis_Station.isAvailableToBuild(Astropolis_Station.java:373)
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)
I'm getting the following null error crash when I try to open the build screen for a new colony. This has worked fine with this mod set I have in previous saves and the only difference I can think of here is that there's a domain cryo ship in the system. I assume its to do with the astropolis bit but I'm not sure what's going wrong there exactly.Code492337 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.campaign.econ.industries.Astropolis_Station.numAstroInOrbit(Astropolis_Station.java:343)
at data.campaign.econ.industries.Astropolis_Station.isAvailableToBuild(Astropolis_Station.java:373)
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)
I'm getting exactly the same error with the latest version.
I'm getting the following null error crash when I try to open the build screen for a new colony. This has worked fine with this mod set I have in previous saves and the only difference I can think of here is that there's a domain cryo ship in the system. I assume its to do with the astropolis bit but I'm not sure what's going wrong there exactly.Code492337 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.campaign.econ.industries.Astropolis_Station.numAstroInOrbit(Astropolis_Station.java:343)
at data.campaign.econ.industries.Astropolis_Station.isAvailableToBuild(Astropolis_Station.java:373)
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)
I'm getting exactly the same error with the latest version.
I just did a test in a system with a cryosleeper and I'm unable to replicate this crash. I have a couple ideas about what might be causing the problem though. Can you download the dev build I linked below and let me know if it fixes the crash? Also, does the crash occur in all systems all the time, or only certain systems? Sorry about this problem and thanks for helping me troubleshoot it!
https://github.com/boggled-starsector/boggled_modpack/blob/master/Dev/Terraforming%20and%20Station%20Construction%20dev.zip?raw=true
Crash that happens when I try to open the Add Industry Screen on Acrology worlds. Running on v5.4.5Spoiler1895453 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Spec of class [com.fs.starfarer.api.impl.campaign.procgen.PlanetGenDataSpec] with id [boggled_arcology] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.api.impl.campaign.procgen.PlanetGenDataSpec] with id [boggled_arcology] not found
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.getSpec(Unknown Source)
at kentington.diyplanets.WaterReceiver.isAvailableToBuild(WaterReceiver.java:46)
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)
0 [main] INFO com.fs.starfarer.StarfarerLauncher - Starting Starsector 0.9.1a-RC8 launcher
2 [main] INFO com.fs.starfarer.StarfarerLauncher - Running in D:\Games\Starsector\starsector-core
2 [main] INFO com.fs.starfarer.StarfarerLauncher - OS: Windows 8.1 6.3
2 [main] INFO com.fs.starfarer.StarfarerLauncher - Java version: 1.7.0_79 (64-bit)
23 [main] INFO com.fs.starfarer.launcher.ModManager - Error loading mod from [..\mods\00test]
24 [main] INFO com.fs.starfarer.launcher.ModManager - JSONObject["description"] not found.
org.json.JSONException: JSONObject["description"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getString(JSONObject.java:577)
at com.fs.starfarer.launcher.ModManager.o00000(Unknown Source)
at com.fs.starfarer.launcher.ModManager.access$1(Unknown Source)
at com.fs.starfarer.launcher.ModManager$1.accept(Unknown Source)
at java.io.File.listFiles(Unknown Source)
at com.fs.starfarer.launcher.ModManager.updateList(Unknown Source)
at com.fs.starfarer.launcher.ModManager.<init>(Unknown Source)
at com.fs.starfarer.launcher.ModManager.getInstance(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.<init>(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.main(Unknown Source)[close]
This crash appears to be caused by the DIY Planets mod (I bolded the line in the stacktrace above). Do you have that enabled?
My understanding is that his Water Receiver structure is getting the planet type and checking procedural generation information. Since my arcology worlds are not programmed to be procedurally generated, the data he's looking for doesn't exist and that causes the crash. This should cause a crash with any mod (mine or otherwise) that puts in custom planet types without adding the procedural generation information. It seems he's a much better programmer than me, so maybe I'm wrong. If he needs me to change something on my end to fix this I would be happy to.
Either way, thanks for reporting this!
This crash appears to be caused by the DIY Planets mod (I bolded the line in the stacktrace above). Do you have that enabled?
My understanding is that his Water Receiver structure is getting the planet type and checking procedural generation information. Since my arcology worlds are not programmed to be procedurally generated, the data he's looking for doesn't exist and that causes the crash. This should cause a crash with any mod (mine or otherwise) that puts in custom planet types without adding the procedural generation information. It seems he's a much better programmer than me, so maybe I'm wrong. If he needs me to change something on my end to fix this I would be happy to.
Either way, thanks for reporting this!
Should I cross-post?
Guess I'll "build" these structures per commands for now
The latest "bug" got me thinking:
- An Option to turn off Arcology Worlds off for compatibility reasons
- A Config to add other planet classes for Acrology Structures to be build on (Different from the one where it can be build anywhere)
- For example only Terran and Jungle Worlds can have Arcology Structures, the rest need to be terraformed first
Drunken suggestion:
Reverse-terraforming project. Can be used only on specific habitable planet types to quickly remove the maximum amount of resources from the planet. During a short period of time planet generate huge amount of production of food/organics/metal ore/rare metal ore/DEA depending on what resources planet has and regardless if mining and farming industries are present. Also generate huge money income from selling it's natural wealth based on planet type. Process can not be stopped. At the end planet change type to barren, loose all natural resources, including ore, rare ore, ruins, all of the atmosphere etc. Additionally planet get "pollution" and "wasteland" conditions. "Wasteland" conditions increase hazard and make significantly harder terraforming this planet into any other type. Optional, auto-abandon planet after that. Some factions can decrease rep with player after that (those, who cares of atrocity) but will not cause imminent hostility.
I like the update on the Mining Drones.
Any chance you also include the option that the Mining Drones will also add Volatile and Organics?
Asteroids do have Volatiles and Organic components depending of their composition. With AI Drones, they could probably figure out ways to get Volatiles and Organics.Spoiler(https://www.universetoday.com/wp-content/uploads/2009/08/infog-high-value-asteroids1.jpg)[close]
The fix for the DIY bug is simple, just copy planetgen.csv from Starsector-core/data/campaign/procgen, create the same path in the mod folder, paste planetgen.csv there, and add the arcology id to Terraforming and Station Construction/Campaign/procgen/planetgen.csv. You can easily set the spawn rates to 0 so it won't actually appear in procgen. Also, if anyone is ghetto-ing this fix, make sure not to add it to the vanilla version of the file, since you'll need to remove it anytime the arcology id changes, or if you disable/uninstall Terraforming and Station construction.
Of course, it's also possible that this fix causes some other problem I've yet to encounter, but so far it hasn't for me.
Is there a commands or other ways to expand Cramped Stations, especially for NPC Markets? They don't seem to do it.
I currently don't know how to make an NPC Market expand its Station, when enabled for the whole Sector, except transferring the market to myself, starting Expand Station, then transfer the Market back.
Is there a commands or other ways to expand Cramped Stations, especially for NPC Markets? They don't seem to do it.
I currently don't know how to make an NPC Market expand its Station, when enabled for the whole Sector, except transferring the market to myself, starting Expand Station, then transfer the Market back.
Well... NPC markets does not use expand stations because it's a building, and NPC markets does not build anything or grow actually. In vanilla.
If your suggestion related to Nex, you better suggest it in a respective thread, as it shouldn't be hard for Histidine to detect if TASC is installed and "boggledStationCrampedQuartersPlayerCanPayToIncreaseStationSize" is enabled so "expand station" can be added to list of buildings NPC would build. Off corse, if he considered it worth of implementing.
Can Boggled do it from his side? Probably he could. Not sure how hard and if there would be further compatibility issues.
Can you remove the terraforming projects after they are done and keep the changes? I got out of slots in my colonies from all the cool stuff.
Is there a way to rename Gates? Renaming the Station doesn't change the Gate Name.
Is there a way to rename Gates? Renaming the Station doesn't change the Gate Name.
No, you can't rename gates without using console commands. Why do you want to rename a gate?
runcode Iterator allEntitiesInSystem = Global.getSector().getPlayerFleet().getStarSystem().getAllEntities().iterator();
while(allEntitiesInSystem.hasNext())
{
SectorEntityToken entity = (SectorEntityToken) allEntitiesInSystem.next();
if(entity.hasTag("boggled_astral_gate"))
{
entity.setName("WRITE NEW NAME HERE");
}
}
CodePaste that into the console and it will rename the astral gate in the system your fleet is currently in. Be sure to back up your save before doing this.runcode Iterator allEntitiesInSystem = Global.getSector().getPlayerFleet().getStarSystem().getAllEntities().iterator();
while(allEntitiesInSystem.hasNext())
{
SectorEntityToken entity = (SectorEntityToken) allEntitiesInSystem.next();
if(entity.hasTag("boggled_astral_gate"))
{
entity.setName("WRITE NEW NAME HERE");
}
}
Now hit me with tomatoes! ©
I have all the qualifications to get penelopes secret,(level 40, exploring in non core hyperspace) but haven’t gotten the quest to trigger for almost a cycle. Is there a console command I can use to trigger the start of the quest?
I'm really liking this mod. Just finished putting 3 Astropoli on my now-capital world with a forge ring and terraformed the capital into an Arcology, connecting the system to the core with 2 Astral Gates. Really enjoying this mod's features.
I currently have 2 questions:
Does terraforming impact temperature modifiers? I transformed a Cryovolcano world to a frozen world, and then into a frozen world again with the Stellar Reflectors built, but it kept its supercold (50%) hazard modifier each time. (Since the planet already had Plentiful volatiles, I basically accomplished nothing here) Well, sure, a frozen planet should presumably be pretty cold, but I was still kinda hoping it'd be possible to lessen that hazard modifier somehow, since there's at least a few Vanilla cryovolcano/frozen worlds in the Core Worlds that only have the 25% cold hazard modifier which I was hoping to match (Ilm, for instance)SpoilerThe special Olympus Conqueror is kinda amazing and might need extra DP cost for balance? The upgrade to the flux systems and the shield effectiveness are huge, and with both of them the Cap is amazingly powerful. I can take basically any ship in the Sim with it, including Paragons, and I'm absolutely dreadful with Broadside ships. I'd roughly guess this upgrade conquest is around the effectiveness of SWP's Nike (Bounty Conquest), so I'd suggest to start putting the Deployment Point value of the Olympus Conquest around its cost of 50 DP.[close]
Each type of planet the player can create using terraforming has an associated temperature condition. I want to keep the "very cold" modifier on frozen worlds because most (but not all) randomly generated frozen worlds are very cold, and this differentiates them from tundra worlds. The very cold modifier is also relevant for upkeep on the Kletka Simulator and some industries added by other mods, so it's not strictly worse than just "cold".Interesting. Didn't know about the other mods having upkeep vary by heat. I'd still have liked the ability to lessen the penalties (the +2 Volatiles are the reason why I colonized that system in the first place), but thanks for the info.
That'd be news to me, actually. Back when I was more active (.8, early .9), much of the playerbase felt the Conquest was a middling Cap; good sustained firepower due to its flux stats, and an effective Gauss platform, but struggled defensively due to the awful shield efficiency. Contenders for the worst Caps in early .9 were usually Odyssey (Shield efficiency nerf, and Ship system changed to one with minimal defensive utility and the AI had/has a bad tendency to burn itself into certain death, player-utilized could do fine though), and of course the modified pirate/luddic caps.SpoilerRegarding the balance on the custom ship, I don't think it's quite as strong as you make it out to be. The Paragon doesn't excel at 1v1 fights versus other capital ships, so the simulator results are probably not an accurate indication of the power level of the custom ship. Further, the Conquest is widely regarded as one of the weakest hulls in the game, and even with my custom bonuses I would argue that it's still not as good as the Paragon or the Onslaught in a large battle between two evenly matched fleets. You also have to consider the power level of the ship independent of the maxed out officer that comes with it.[close]
Each type of planet the player can create using terraforming has an associated temperature condition. I want to keep the "very cold" modifier on frozen worlds because most (but not all) randomly generated frozen worlds are very cold, and this differentiates them from tundra worlds. The very cold modifier is also relevant for upkeep on the Kletka Simulator and some industries added by other mods, so it's not strictly worse than just "cold".Interesting. Didn't know about the other mods having upkeep vary by heat. I'd still have liked the ability to lessen the penalties (the +2 Volatiles are the reason why I colonized that system in the first place), but thanks for the info.QuoteThat'd be news to me, actually. Back when I was more active (.8, early .9), much of the playerbase felt the Conquest was a middling Cap; good sustained firepower due to its flux stats, and an effective Gauss platform, but struggled defensively due to the awful shield efficiency. Contenders for the worst Caps in early .9 were usually Odyssey (Shield efficiency nerf, and Ship system changed to one with minimal defensive utility and the AI had/has a bad tendency to burn itself into certain death, player-utilized could do fine though), and of course the modified pirate/luddic caps.SpoilerRegarding the balance on the custom ship, I don't think it's quite as strong as you make it out to be. The Paragon doesn't excel at 1v1 fights versus other capital ships, so the simulator results are probably not an accurate indication of the power level of the custom ship. Further, the Conquest is widely regarded as one of the weakest hulls in the game, and even with my custom bonuses I would argue that it's still not as good as the Paragon or the Onslaught in a large battle between two evenly matched fleets. You also have to consider the power level of the ship independent of the maxed out officer that comes with it.[close]SpoilerJust to further clarify, the sim test with the Paragon vs Olympus Conquest wasn't done with the AI super captain, it was done with the player mostly specced for logistics stuff instead of combat.
I generally agree with a Paragon being somewhat useful in large fleet engagements, with two caveats. One being that the Paragon is 50% more expensive in DP than the Conquest so it should probably be more useful, and the other being that the Paragon is the Anvil of the fleet, powerful but lacking the speed to chase and finish off targets that refuse to get too close.
Completely disagree with the claim that it's not as good as the Onslaught; if the Onslaught cannot destroy its opponent outright quickly, or fall back from the opponent's pressure and vent (hard to do with a slow cap), its flux stats will let it down, badly. The Onslaught
With that said, it's a good point about judging the ship without officers. I did run some more sim fights in that Olympus Conquest, but w/o captain:Anyways, my point wasn't that the Olympus Conquest can beat some higher-DP units in the sim. That's just kind of an example that I can run in a somewhat controlled environment. My main point is that it feels like a ~50 DP unit for the price of 40 DP in the campaign, and it definitely hangs with the best of the unique Bounty Boss Caps from the SWP mod. If I ask it to kill a Hegemony XIV Onslaught, then there'll be a dead XIV Onslaught within a minute, as well as quite a few dead escort frigates/Destroyers. With 2x the effective shield capacity (1.2(flux caps buff)/.6(flux/damage ratio buff)=2), I can and routinely do send it to hunt normal Capital Ships with little (or sometimes no) support in a way that a stock (or even a LG or XIV) Conquest just can't do.Spoilervs Victory (SWP, 55 DP): Conquest win, light hull damage
vs Onslaught (40 DP): Conquest win, negligible armor damage
vs Astral (45 DP): Conquest win, negligible armor damage
vs Vendetta (42 DP, DaRa): Conquest win, virtually no armor damage
vs Dominus (45 DP, Imperium): Conquest win, negligible armor damage
vs Caesar (50 DP, Imperium): Conquest win, negligible armor damage
vs Matriarch (60 DP, Imperium): Matriarch win, moderate hull damage (Very long fight. AI Conquest refused to use the PD side against the infinite waves of bombers and missiles as intended, though its performance was still decent considering the huge DP gap. Player control of the Conquest to properly use the PD side results in a Conquest win w/o hull damage)
vs Atlatl (Coalition, 50 DP): Conquest win, light hull damage
vs Halberd (Coalition, 50 DP): Conquest win, light-moderate armor damage
vs Mokarran (Mayasura, 45 DP): Conquest win, very light hull damage
vs Javanicus (Mayasura, 50 DP): Conquest win, negligible armor damage[close]
It's not quite a Paragon killer, but it certainly is an Onslaught killer. That's why I think its DP would be best at home somewhere in between the two.[close]
I have terraformed a world to be arcology. But when i try to build new buidings the game keeps crashing and giving me this message.Spoiler56069 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Spec of class [com.fs.starfarer.api.impl.campaign.procgen.PlanetGenDataSpec] with id [boggled_arcology] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.api.impl.campaign.procgen.PlanetGenDataSpec] with id [boggled_arcology] not found
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.getSpec(Unknown Source)
at kentington.diyplanets.WaterReceiver2.isAvailableToBuild(WaterReceiver2.java:43)
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.newnew.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.campaign.ui.marketinfo.IndustryListPanel.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.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.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.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.o00o.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.String.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)[close]
Guys, I might be dumb (quite possibly actually), but where are the cores produced by Kletka simulator are supposed to be picked up?
REALLY minor issue: Cloning's in-game description says that it still gives just 1x(colony size) population growth. The actual effect seems to be the intended 5x, though.
Does the AI actually use these gates or are they just a stat increase for the system?
Does the AI actually use these gates or are they just a stat increase for the system?
The AI does not use gates. Only the player can use them.
Does the AI actually use these gates or are they just a stat increase for the system?
The AI does not use gates. Only the player can use them.
Okay great, thanks for the quick answer... Also while you are here. I built every structure and industry I can on a planet(1010) and I noticed not all fit on the colony management screen. I also noticed some can be upgraded. How can I upgrade a building if I can't see it and click on it?
archolgy worlds keep crashing my game once I terraform the planet evem after updating diy planets
Dumb idea: Allow the construction of a full remenant battlestation, but make it consume like 20-50 alpha cores over the course of construction by pulling from the colony's local storage.
The Astropolis only takes up the slot while building. It removes itself once complete (similar to the MP HQ).
Astropoli have 100% habitability ratings, so they're good for shoving your expensive industries on top, it's a good way to expand your production capacity. Put a military base on it and it'll further strengthen your system's fleets against pesky raiders, on top of your planet's fleet-producing capacity.
Plus there's the role-playing and world-building opportunities it brings. Restoring Mayasura's destroyed astropolis back to its former glory, setting up a habitable base above a mining planet, creating an "embassy station" in the Core Worlds, etc.
You know you can use Alpha Cores as administrators without any management penalty, right?
You know you can use Alpha Cores as administrators without any management penalty, right?
Yes, I only have one and I'm talking about whether its worthwhile building an Astropolis. In my opinion, there isn't enough incentive to actually build, aside from RP reasons, because colonizing most planets is just better than using a colony slot on an Astropolis.
I.E - Why would you spend 500k for a colony that takes time to build with no resources; When you can travel two or three star systems for a planet with less monetary cost, immediate start, resources, and reasonable hazard rating? The only reason not RP I can think of is because you're having hostile problems in a single colony system.
I think the general consensus among players who've built astropoli is that they're overpowered because they allow the player to stack huge numbers of defense fleets in a single system. They can also allow the player to stack a large number of low-hazard colonies in a system with a cryosleeper. I included the station population cap settings because enabling them fixes these balance problems in my opinion.
Defense.
Astropoli can be used to bolster the fleets of systems with a lacking number of planets, and once you build all three of them, you essentially have a planet that's four colonies in one, which is basically unconquerable even if the entire sector hates you.
Cryosleeper part just sounds like purposeful exploitation of game mechanics in a cheaty feel way.Eh. Throughout my numerous playthroughs of Starsector, the venn diagram of "systems with a cryosleeper" and "useful systems" has been two completely separate circles.
I think the general consensus among players who've built astropoli is that they're overpowered because they allow the player to stack huge numbers of defense fleets in a single system. They can also allow the player to stack a large number of low-hazard colonies in a system with a cryosleeper. I included the station population cap settings because enabling them fixes these balance problems in my opinion.
I think the general consensus among players who've built astropoli is that they're overpowered because they allow the player to stack huge numbers of defense fleets in a single system. They can also allow the player to stack a large number of low-hazard colonies in a system with a cryosleeper. I included the station population cap settings because enabling them fixes these balance problems in my opinion.
I don't see why it would be overpowered though.
Unless you also consider having multiple colonisiable planets & moons in a single system to be overpowered. The astropoli are not allowing you to do anything you can't already do in vanilla. (Stack military bases.)
They just make it situationally more convenient.
Please riddle me this:
One starts a terraforming project on a planet and there are some constructions that provide terraforming points either on-planet or in-system.
Now that market gets autonomy via Nexerelin (or simply conquered).
Will the planet keep its accumulated point and continue terraforming?
Also is it possible to start a project on autonomous colonies? Temporary takeover does not work with it, since terraforming is a player ability.
(Oh ye, this reminds me, pls move it to a Nexerelin like menu with planet chosing options. It feels silly that I have to be personally present commencing said stuff like I'm a glorified intergalactic babysitter.)
Hi there, very silly request but can someone tell me how to start a terraforming project? I know there's supposed to be a "Terraforming Control Panel" ability as stated on the OP, but I have no such ability available. Do I have to do something to gain access to it?
Hi there, very silly request but can someone tell me how to start a terraforming project? I know there's supposed to be a "Terraforming Control Panel" ability as stated on the OP, but I have no such ability available. Do I have to do something to gain access to it?
Oh yeah, I didn't know that you didn't know. So the ability targets whichever colony I am governing personally or via logistics officer (or whatever they are called) and skips any autonomous colonies in between no matter how close they are. I wonder what is the reason for this as I'm not proficient in Starsector modding and I would assume the terraforming ability deals with faction tags and autonomous colonies can't sneak under it.Please riddle me this:
One starts a terraforming project on a planet and there are some constructions that provide terraforming points either on-planet or in-system.
Now that market gets autonomy via Nexerelin (or simply conquered).
Will the planet keep its accumulated point and continue terraforming?
Also is it possible to start a project on autonomous colonies? Temporary takeover does not work with it, since terraforming is a player ability.
I haven't tested this personally, but the intended behavior is that autonomous planets can be terraformed normally, but if the player loses control of the planet to another faction then terraforming stops. If you can't target autonomous planets with the terraforming ability, that's unintended and I'll look into fixing it for the next update.
I'm not sure what you mean, but it's fine. I might still need to discover such scenario where a planet unfit for terraforming is selected by the ability. Did read the guide but wanted to try out terraforming anyway. Even pleasantly surprised by the mod, it feels so right that existing stations in asteroid belts in an ongoing game are converted into this mod's mining stations (or just recognized as such) and the player is unable to build on the top of that.(Oh ye, this reminds me, pls move it to a Nexerelin like menu with planet chosing options. It feels silly that I have to be personally present commencing said stuff like I'm a glorified intergalactic babysitter.)
I considered this, but I think the ability is much better because the tooltip can be used to communicate to players the reasons why they can't terraform a given planet. Not everyone reads the mod guide before installing this mod!
Also, you have to be physically present at your colony to manage AI cores and special items, so there's a precedent for the player needing to be there in-person for certain actions.
So exactly how fiddly is placing an Astral gate exactly? Cuz sometimes it gets put down where I am......but most days it gets shunted off into the worst possible position: out beyond the oort cloud of the star and as far as possible away from a jump node. And there doesnt seem to be any rhyme or reason as to which result i actually get.
So exactly how fiddly is placing an Astral gate exactly? Cuz sometimes it gets put down where I am......but most days it gets shunted off into the worst possible position: out beyond the oort cloud of the star and as far as possible away from a jump node. And there doesnt seem to be any rhyme or reason as to which result i actually get.
It tries to place the Astral gate at a location near to the player where a stable location could potentially exist. After playing the game for a while, you'll have a feel for where stable locations typically exist and where they don't, so you can choose a spot likely to have a valid spawn location near your fleet. If it spawns somewhere you don't like, then just reload the save.
So exactly how fiddly is placing an Astral gate exactly? Cuz sometimes it gets put down where I am......but most days it gets shunted off into the worst possible position: out beyond the oort cloud of the star and as far as possible away from a jump node. And there doesnt seem to be any rhyme or reason as to which result i actually get.
It tries to place the Astral gate at a location near to the player where a stable location could potentially exist. After playing the game for a while, you'll have a feel for where stable locations typically exist and where they don't, so you can choose a spot likely to have a valid spawn location near your fleet. If it spawns somewhere you don't like, then just reload the save.
I suppose. I'm more wondering at the fact that EVERY time it doesnt place the gate at my location it shuffles it out to the system's edge. If it was seeking stable locations, you'd think it would occasionally get shunted closer to the star.
is this the mod the mining drones are from?
This mod has been a lot of fun for me, and has definitely made managing my colonies a more involved and interesting process.
I do have a couple of things I would like to note.
First: Balance probably is a slight issue, and I might have to delve into the settings myself if that's possible to fix what I can (though it seems only some options are easily configurable). The Atmosphere Processor seems a bit pointless, given how little it contributes for example. The terraforming platform also seems quite pointless, because it gives less terraforming points than the reflector despite having a fairly hefty resource requirement - since it needs a lot of ship hulls and fuel to function. The Skyhook Anchor boost to accessibility is very small considering the cost, especially when considering things like Starport upgrades. The Kletka simulator also probably shouldn't produce cores so often, but I guess I'm just nitpicking now.
I know the mod isn't meant mainly to be balanced, but rather to expand options. Still, I think balance is a fine thing to strive for where possible. If it would be possible to implement more of the relevant costs or details into the config file, I would appreciate that too.
I just wish certain options actually were worth using. I would like it if the Atmosphere Processor for example was necessary for or would allow you to manipulate certain atmosphere conditions (like it being toxic), rather than all of them contributing terraforming points equally. Or if the solar reflector was only able to be built on colder worlds. Without that kind of distinction it's best to just pick the most efficient option for the case.
Second: In relation to the first point, the Atmosphere Processor and some other structures mention how they are affected by AI cores or Domain Artifacts, but the descriptions don't always say precisely how they are affected. I would recommend doing a pass on the dialogue if possible to make it a bit clearer to others who are new to the mod. Actually, having more precise time-lines or even just estimates of how long it takes for things would be useful - such as for the Military Police Headquarters.
I guess that's about it. I have greatly enjoyed the mod, and the idea behind it is great.
Especially in combination with other mods like Nexelerin it has helped the large scale features of the game come to life.
I'm glad you're enjoying the mod!
Have you looked at the tooltips for the Atmosphere Processor and the Military Police Headquarters once they've completed building? I'm pretty sure they're very clear about the effects of AI cores, nanoforges, etc., and the MPHQ even has a progress percentage indicator on the tooltip.
You can use the industries.csv file to make many changes that aren't possible using just the mod settings file. Regarding requiring specific terraforming structures for certain projects, that was originally how this mod worked, but I had to change it to the current system because there were endless debates/criticism about which structures were most realistic for certain projects, etc.
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).
So I just got the signal in Hyperspace and I am sort of clueless to where I have to look for "Penelope" Is it a character in the core worlds, is it a person you meet in a bar randomly. Do you have to go into unexplored systems near the spot where you received the signal ? I have tried quite a bunch. Could someone tell me what the next step is ?
Thanks
Found a bug with the lobsters quest. You can repeat the quest forever even if you have finished it. Haven't messed with anything and none of my mods interfere with terraforming.
Found a bug with the lobsters quest. You can repeat the quest forever even if you have finished it. Haven't messed with anything and none of my mods interfere with terraforming.
I don't think the 5 industry at size>=9 is there anymore, is this intended?
What is an arcology world?
Found a bug when you build a astropolis in a gas giant with an outpost the astropolis will spawn in the nearest star.
I'm not getting the penelope quest, have been flying around the system for a while and yet no quest pop up and no hail from Odysseus. I have gate awakened installed, would that get in the way? I got the lobster quest and finish it just fine, but this one is just now showing up for some reason. If there is no way to fix it, are there a command to trigger this quest manually?
You have to be level 45 or higher and travel a large distance from the core worlds. You can use the settings file to lower the level requirement if you want.Oh so i need to already travel far away and come back at least once?
I miss the euteck.I miss being able to change the temperature of planets without changing the type.
Found a bug when you build a astropolis in a gas giant with an outpost the astropolis will spawn in the nearest star.
That's pretty bizarre. What type of outpost is it? A Nexerelin one? Can you post a picture of the situation? Sorry about the bug!
I miss the euteck.I miss being able to change the temperature of planets without changing the type.
Found a bug when you build a astropolis in a gas giant with an outpost the astropolis will spawn in the nearest star.
That's pretty bizarre. What type of outpost is it? A Nexerelin one? Can you post a picture of the situation? Sorry about the bug!
Yeah the Nexerelin one. Cannot atm due to being out of town.
Love the content, this mod is dope :)
Mod is great, thank you! Just a couple of questions though,
How can you remove hot condition on volcanic planets? I tried to build stellar shades, but of no use sadly.
Also this domain technology mining thing, there is a second option in settings.json called ("boggledReplaceAgreusTechMiningWithDomainArchaeology":true,) what exactly it does? Is it suppose to replace tech mining for blueprints and weapons? and if so will you get any blueprints besides domain artifacts item?
Thank you in advance!
Mod is great, thank you! Just a couple of questions though,
How can you remove hot condition on volcanic planets? I tried to build stellar shades, but of no use sadly.
Also this domain technology mining thing, there is a second option in settings.json called ("boggledReplaceAgreusTechMiningWithDomainArchaeology":true,) what exactly it does? Is it suppose to replace tech mining for blueprints and weapons? and if so will you get any blueprints besides domain artifacts item?
Thank you in advance!
You have to use the terraforming control panel to modify planetary conditions. Right now there's no option to remove only the hot condition from a planet - you have to change it to a different planet type. I intend to add the ability to change only the temperature in the future, but I doubt I'll allow players to remove the hot conditions from volcanic planets!
That setting will replace the tech mining industry on Agreus with my Domain Archaeology industry. This will result in Agreus exporting domain artifacts, allowing the player to obtain them without having to build a Domain Archaeology industry themselves.
Mod is great, thank you! Just a couple of questions though,
How can you remove hot condition on volcanic planets? I tried to build stellar shades, but of no use sadly.
Also this domain technology mining thing, there is a second option in settings.json called ("boggledReplaceAgreusTechMiningWithDomainArchaeology":true,) what exactly it does? Is it suppose to replace tech mining for blueprints and weapons? and if so will you get any blueprints besides domain artifacts item?
Thank you in advance!
You have to use the terraforming control panel to modify planetary conditions. Right now there's no option to remove only the hot condition from a planet - you have to change it to a different planet type. I intend to add the ability to change only the temperature in the future, but I doubt I'll allow players to remove the hot conditions from volcanic planets!
That setting will replace the tech mining industry on Agreus with my Domain Archaeology industry. This will result in Agreus exporting domain artifacts, allowing the player to obtain them without having to build a Domain Archaeology industry themselves.
Oh, silly me! i thought it was hot because of close proximity to sun not cause of the volcanic nature, so that was my logic ;D Thanx for elaborating on that one!
Is there a chance you could maybe in future combine tech mining with domain archaeology so that it wont have to take 2 industry slots to have both? what i gather from the description they are pretty much the same thing, so it would be only natural for one industry to produce both, blueprints\items and Domain-era Artifacts that you have created.
And am I right assuming that Arcology type worlds are introduced by your mod not Unknown skies?
Thank you for such a quick answer!
Mod is great, thank you! Just a couple of questions though,
How can you remove hot condition on volcanic planets? I tried to build stellar shades, but of no use sadly.
Also this domain technology mining thing, there is a second option in settings.json called ("boggledReplaceAgreusTechMiningWithDomainArchaeology":true,) what exactly it does? Is it suppose to replace tech mining for blueprints and weapons? and if so will you get any blueprints besides domain artifacts item?
Thank you in advance!
You have to use the terraforming control panel to modify planetary conditions. Right now there's no option to remove only the hot condition from a planet - you have to change it to a different planet type. I intend to add the ability to change only the temperature in the future, but I doubt I'll allow players to remove the hot conditions from volcanic planets!
That setting will replace the tech mining industry on Agreus with my Domain Archaeology industry. This will result in Agreus exporting domain artifacts, allowing the player to obtain them without having to build a Domain Archaeology industry themselves.
Oh, silly me! i thought it was hot because of close proximity to sun not cause of the volcanic nature, so that was my logic ;D Thanx for elaborating on that one!
Is there a chance you could maybe in future combine tech mining with domain archaeology so that it wont have to take 2 industry slots to have both? what i gather from the description they are pretty much the same thing, so it would be only natural for one industry to produce both, blueprints\items and Domain-era Artifacts that you have created.
And am I right assuming that Arcology type worlds are introduced by your mod not Unknown skies?
Thank you for such a quick answer!
Tech mining is a vanilla industry so I cannot modify it without causing compatibility problems with other mods.
Yes, arcology worlds are introduced by this mod, not US.
hello there!
I was just wandering if I could modify the amount of astroid belts required to achieve a resource level anywhere in the settings as It seems a bit unrealistic to me that an entire astroid belt only yields a sparse amount of ores
Hello, very nice mod, and i wanna suggest something that may be previously mentioned as i haven't read all of the comments. Could you add a setting which removes the planet size requirement for the Astropoli? Also i would like to know, why is 3 Astropoli per planet the highest number you can go with? Just curious about the reason. Thanks in advance. Keep up the good work. :)
this mod is really great! but there is something that kinda bother me.is that the terraformer option only work in planets when you are in the sistem,but i have a lot of colonies all over the sector,so when i am doing a terraformer project i leave the sector and go to other really far away to keep terraforming,but my supplies and fuel burn like crazy from the travel. is there some way to make the terraformer option work like the menu of the colonies you own? so that i dont have to be physically in there to command them to build a terran planet? one example is that one of my colonies is far away close to the border of the system, so it finished a terraforming,but i am in the other edge,so i have to travel a LOT to reach that place and tell them to build a modification in the planet.
Can I loop planetary cracking operations and tectonic stabilization? my system has trash-tier metal deposits. Apologies in advanced if this has been asked before.
Player should at least have a way to remotely check the process of terraforming process. Maybe add a planetary condition that shows the progress in description?this mod is really great! but there is something that kinda bother me.is that the terraformer option only work in planets when you are in the sistem,but i have a lot of colonies all over the sector,so when i am doing a terraformer project i leave the sector and go to other really far away to keep terraforming,but my supplies and fuel burn like crazy from the travel. is there some way to make the terraformer option work like the menu of the colonies you own? so that i dont have to be physically in there to command them to build a terran planet? one example is that one of my colonies is far away close to the border of the system, so it finished a terraforming,but i am in the other edge,so i have to travel a LOT to reach that place and tell them to build a modification in the planet.
I'm considering adding an option to the colony interaction menu to control terraforming projects remotely in the next update. However, in defense of the current implementation, you also have to travel to colonies in-person to install special items (AI cores, nanoforges, etc.) even if they're already in storage at the colony.
Player should at least have a way to remotely check the process of terraforming process. Maybe add a planetary condition that shows the progress in description?this mod is really great! but there is something that kinda bother me.is that the terraformer option only work in planets when you are in the sistem,but i have a lot of colonies all over the sector,so when i am doing a terraformer project i leave the sector and go to other really far away to keep terraforming,but my supplies and fuel burn like crazy from the travel. is there some way to make the terraformer option work like the menu of the colonies you own? so that i dont have to be physically in there to command them to build a terran planet? one example is that one of my colonies is far away close to the border of the system, so it finished a terraforming,but i am in the other edge,so i have to travel a LOT to reach that place and tell them to build a modification in the planet.
I'm considering adding an option to the colony interaction menu to control terraforming projects remotely in the next update. However, in defense of the current implementation, you also have to travel to colonies in-person to install special items (AI cores, nanoforges, etc.) even if they're already in storage at the colony.
Hi,
Have been using Boggeled Station construction since your version 2.4.0
Nice progress in the mean time ^^
When deactivating terraforming on your mod (bcus in my current run i am using the other one, by Kentington) the Astropolis Station still has the Asteroid Breaking building available, along whit an error message. Am not using the point for terraforming atm. I sure do hope u and Kentington collab for a very nice total mod indeed, for now, i am using the setting file, as how i came to the above oversight.
Speaking about oversights, when viewing the ingame ''Show system info'' from star on starmap, i still get the overlap around large planets whit small planets and Astropolis stations.
That overlap of an Astropolis on a small planet, while it is actually around the large one... is strange. I would not mind if a checksum would be added to prevent construction of astropolis around these cases. Or the hardway, have them have their own spot spawned in ''Show system overview''
Lastly, the siphon station can be added to an already colonized gas planet, or vica versa. Dont recal if that is possible in Vanilla. But since i usally terraform it anyway the siphon seems redundant / messy. Removing this option would be nice either way (or having to abandon the siphon before terraforming the below said gas planet) (having only vanilla Spawn do this would be fine i guess... as an oddball).
Anyway, keep up the good work, nice mod indeed ;-)
I'm glad you've been enjoying my mod!
You can't disable mods once content from the mod is in your save file. This will cause crashes and bugs with almost every mod, not just mine.
I'm not sure what you mean about the astropolis "show info" issue. Can you post or PM me a screenshot where the problem is visible?
Using the default settings on my mod, you cannot terraform gas giants. Therefore the siphon station assumes that once constructed in orbit around a gas giant, it will always be a gas giant. The amount of development time required to have siphon stations check for terraforming of the gas giant and deconstruct themselves would probably be too much to justify changing this.
Hi, I really enjoy your mod and all the content it offers. I've also been using it along Unknown Skies which adds a few planetary conditions that can't be removed, I went searched through the files to try and modify your mod but I can't edit the java class files directly. So would you be willing to add support for Unknown Skies planetary conditions?
The conditions in question are:
US_mind "Parasitic Spores"
US_shrooms "Magic Shrooms"
US_virus "Military Virus"
I think the file in question is TerraformingControlPanelDialog.class and
if (!targetPlanet.getMarket().hasCondition("Parasitic Spores"))
this.dialog.getOptionPanel().setEnabled(OptionId.CONDITIONS_US_mind, false);
if (!targetPlanet.getMarket().hasCondition("Psychoactive Fungus"))
this.dialog.getOptionPanel().setEnabled(OptionId.CONDITIONS_US_shrooms, false);
if (!targetPlanet.getMarket().hasCondition("Military Virus"))
this.dialog.getOptionPanel().setEnabled(OptionId.CONDITIONS_US_virus, false);
under cleaning pollution might work but I have no way to test it.
I'm glad you've been enjoying my mod!
You can't disable mods once content from the mod is in your save file. This will cause crashes and bugs with almost every mod, not just mine.
I'm not sure what you mean about the astropolis "show info" issue. Can you post or PM me a screenshot where the problem is visible?
Using the default settings on my mod, you cannot terraform gas giants. Therefore the siphon station assumes that once constructed in orbit around a gas giant, it will always be a gas giant. The amount of development time required to have siphon stations check for terraforming of the gas giant and deconstruct themselves would probably be too much to justify changing this.
It was on a new game, i mean, i manually dit your settings file to ''combine your mod and Kentingtons'' before i started a new game. It should not have been able to spawn the option Asteroid breaker at all in the new game. PS i also found about an hour after my last post this is also true for your stucture Slingshot for water transportation. That also should not have spawned in my new game.
Thought as much for checksum for siphons. I most definatley dont want to settle you up for alot of work, for some minor details like these. Making an mod should be fun for the creator. Altho i would definitely have done it myself if i knew how ;-) ak; Maybe an toggle separate from Astropolis in settings file instead? it would be kindly appreciated. And if u do make Astropolis separate toggle from siphon, maybe ad Abandon station construction in as well as an separate one.
As for the long running issue whit your astropolis stations, these pictures should clear it up:
Normal:Spoiler(https://i.ibb.co/XzKf0s2/Normal-4-spots.jpg)[close]
Stack issue:Spoiler(https://i.ibb.co/BKCP6FK/Normal-Ns-M.jpg)[close]
I've also been using it along Unknown Skies which adds a few planetary conditions that can't be removed.
US_shrooms "Magic Shrooms"
My apologies about the Asteroid Breaking/Ismara's Sling bug. I just checked my code and I realize why this is happening. I'll fix it for the next update.
There's a settings toggle for astropoli but not siphon stations, mining stations, or recolonization. I'll add these toggles in the next update as well.
Thanks for brining that astropolis visual bug to my attention. Is it possible for a planet to spawn with more than four moons? If not, I suspect the "four moons" limit is hardcoded and I won't be able to increase it without overwriting vanilla files (which I won't do). I could add a setting to disable astropolis construction when the four slots are already taken up, as you suggested, which is probably the best solution.
Is it possible for a planet to spawn with more than four moons?Not in vanilla.
Is there a way to remove "Cramped quarters" feature to non player stations?
I was messing with the settings and decided to turn on all the features out of curiosity including the option that applies cramped quarters to AI stations.
but since I'm a *** chimp I forgot to do a back up save. I've turned off the option in the settings file but the penalty is still there.
Halp
Iterator allSystems = Global.getSector().getStarSystems().iterator();
while(allSystems.hasNext())
{
StarSystemAPI system = (StarSystemAPI) allSystems.next();
Iterator allMarketsInSystem = Global.getSector().getEconomy().getMarkets(system).iterator();
while(allMarketsInSystem.hasNext())
{
MarketAPI market = (MarketAPI) allMarketsInSystem.next();
SectorEntityToken primaryEntity = market.getPrimaryEntity();
if(primaryEntity != null && primaryEntity.hasTag("station"))
{
if(market.hasCondition("cramped_quarters"))
{
market.removeCondition("cramped_quarters");
}
}
}
}
Is it possible for a planet to spawn with more than four moons?Not in vanilla.
The Lights Out (http://fractalsoftworks.com/forum/index.php?topic=18416.0) mod can though. And you frequently see that exact same text salad when 2 bodies overlap each other.
Is there a way to remove "Cramped quarters" feature to non player stations?
I was messing with the settings and decided to turn on all the features out of curiosity including the option that applies cramped quarters to AI stations.
but since I'm a *** chimp I forgot to do a back up save. I've turned off the option in the settings file but the penalty is still there.
Halp
This might be possible using console commands, but it's untested. Try the below and let me know if it works. Make a backup save first though!CodeIterator allSystems = Global.getSector().getStarSystems().iterator();
while(allSystems.hasNext())
{
StarSystemAPI system = (StarSystemAPI) allSystems.next();
Iterator allMarketsInSystem = Global.getSector().getEconomy().getMarkets(system).iterator();
while(allMarketsInSystem.hasNext())
{
MarketAPI market = (MarketAPI) allMarketsInSystem.next();
SectorEntityToken primaryEntity = market.getPrimaryEntity();
if(primaryEntity != null && primaryEntity.hasTag("station"))
{
if(market.hasCondition("cramped_quarters"))
{
market.removeCondition("cramped_quarters");
}
}
}
}Is it possible for a planet to spawn with more than four moons?Not in vanilla.
The Lights Out (http://fractalsoftworks.com/forum/index.php?topic=18416.0) mod can though. And you frequently see that exact same text salad when 2 bodies overlap each other.
As I suspected. Thanks for your help!
I think you can type "removecondition boggled_cramped" or something like that when you visiting your station. I will check it later.
Hi, how can I terraform gas giants? I've checked the settings.json but couldn't find any line about gas giants.
Thanks in advance.
hey boggled i very much enjoy your mod! i've been using it for a while now and the only thing i'd like to see added is the ability to construct a orbital ring such as the TSC mod provides. can you maybe include this in your mod? idk if its even possible but if so that would be awesome.
at any rate thx for making an awesome mod :D
Military Virus, Parasitic Spores and Inimical Biosphere should be removable as separate action. Just like you can remove pollution to please Greta or make climate Mild. Sounds like a task for bio-chemical division.
Also what about making techmining more rewarding and more risky? So you could for example release pre-domain military virus from ruins or there would be large weapon stash looted by criminal underworld/pathers mandating military police to screen the populace and confiscate them all. But as reward you could dig up industrial ruin, that was not found before, blueprints or even a landed ship up to destroyer size in some hidden hangar.
so umm...i don't know if its nexerilin, but if i build an outpost it pretty much instantly spawns heavy scavanger fleets in the system 40 light years away from civilisation
hey i have a question have you ever thought of adding in this mod something like a dyson sphere cause it will be cool if you can put something like that inside the mod that we can make in the game
The patch notes say that we'll have a "megaproject that can be brought back online," which I'm guessing is the Coronal Hypershunt pictured in one of the recent blog posts (http://fractalsoftworks.com/wp-content/uploads/2020/08/casual_hypershunt.jpg).
It's far from a Dyson Sphere, but if structures like these are possible, then so are Dyson Swarms, which I imagine would function much like colonies on giant planets. Honestly, you don't even need to look at the Hypershunt. Technology that allows the construction of space stations automatically allows the construction of Dyson Swarms. Though, I guess they wouldn't function in Starsector because star coronas eat through supplies.
Hi. I've got a few questions here. Last changelog seems to imply that this mod and DIY Planets are compatible with each other. Is that true? How does that work?
Another one is that in the Better Colonies mod there's a warning about stations built from other mods not incorporating the station code from Better Colonies. Does that apply to this mod?
The last one would be about the Astropolis. Do they count towards the colony (market) limit, where you can only administrate X number before there's a penalty? And what is their function exactly? To have some extra space to build more industries?
First would be Arcology worlds. What are their characteristics? Why would I want to create one? Advantages and disadvantages?
The other would be about certain industries that I found while reading through the settings file. In particular Hydroponics industry, Wilflife (I'm guessing it's a typo and you meant Wildlife) Exploitation industry and Spice Harvesting industry. What do they do? And why are they disabled by default? I can't tell at all to be honest.
Thank you very much for continuing to work on and support your mods in these trying times.ConqueringOptimizing the galaxy is one of the few ways I can relax and take a break from reality.
I noticed a couple issues with having terraforming disabled when in use with DIY. Sling was still listed, as was the comet industry. Wasn't able to build the water distro from DIY properly, nor did I seem to be able to correct the 50% dark like usual (I think you can do that in DIY, may be misremembering).
This mod is crazy. I technically concluded my vanilla playthrough just to try this out and it's great.
The problem with the Sling being available even with terraforming disabled is a known bug and will be fixed in my next patch (to be released when the next version of starsector comes out).
I can't comment on this sort of issue with DIY. I would suggest asking in that thread, but the mod creator appears to have abandoned it.
The problem with the Sling being available even with terraforming disabled is a known bug and will be fixed in my next patch (to be released when the next version of starsector comes out).
I can't comment on this sort of issue with DIY. I would suggest asking in that thread, but the mod creator appears to have abandoned it.
Indeed, does appear that way. I still went ahead and shot them a message to see if they'd post the source somewhere so I can take a look. If that happens, I did like your original merging suggestion on that thread.
gives a fatalerror index 3 size 1 when paired with Xenoargh's Mod Pack
is there a fix for this i can implement?
Sorry if this has been posted already, but could I get the information on the industry cap scaling, if this mod has one at all? I swear I saw a chart somewhere that this mod changed the industry cap per colony size, but can't find it. Also would be nice if it was on the mod guide @ page 1.
Awesome mod so far
Okay I might have seen it in another mod then. Thanks.Sorry if this has been posted already, but could I get the information on the industry cap scaling, if this mod has one at all? I swear I saw a chart somewhere that this mod changed the industry cap per colony size, but can't find it. Also would be nice if it was on the mod guide @ page 1.
Awesome mod so far
This mod doesn't change the industry cap. I think Better Colonies may do that, but I'm not sure.
Can anyone give me a couple of hints/pointers to the Penelope's Secret quest? It's been initiated and I'd like to complete it as legitimately as possible, but I'm running Adjusted Sector so I'd much rather not have to comb the whole sector.It starts in a vanilla star system, there's already a big hint in the quest name.
Can anyone give me a couple of hints/pointers to the Penelope's Secret quest? It's been initiated and I'd like to complete it as legitimately as possible, but I'm running Adjusted Sector so I'd much rather not have to comb the whole sector.I don't know if Adjusted Sector randomizes the core worlds but, if it does, then you might never complete that quest.
Can anyone give me a couple of hints/pointers to the Penelope's Secret quest? It's been initiated and I'd like to complete it as legitimately as possible, but I'm running Adjusted Sector so I'd much rather not have to comb the whole sector.I don't know if Adjusted Sector randomizes the core worlds but, if it does, then you might never complete that quest.
SG1 just sent my gate into star, send help. (https://i.imgur.com/8y8efNU.png)
SG1 just sent my gate into star, send help. (https://i.imgur.com/8y8efNU.png)
How did this occur? Did the gate spawn in that location, or did it "move" there somehow? If it spawned there, was your fleet very close to the spawn location when you clicked the build ability? Did you build any Nex outposts in this system?
SG1 just sent my gate into star, send help.
How did this occur? Did the gate spawn in that location, or did it "move" there somehow? If it spawned there, was your fleet very close to the spawn location when you clicked the build ability? Did you build any Nex outposts in this system?
I mean, good question, i was very scared of this at the start when i was building it, will the gate keep it's orbit ? well yes it did but one time i just explored around the system came back and it somehow just strafed like 1/4 of the sun and started to slowly make it's way to it's original orbit, i got no idea what happend how it happend but it happened.
So I'm not sure what's going on but when I bring anSpoilerastral to the guy for the gate quest the only option I have is "not yet" so it's not seeing that I have it in my fleet...[close]
Will you add more unique building? I like the worm harvester and dinosaur theme park. Having more of them will be good, more exclusive building for the player, add more things for roleplaying and making player colony different.
Things like organ cloning facility haphazardly turn into food production facility, etc. And they can be disabled by default so you doesn't need to worry about the balance of it.
I grabbed it from tritach, and I even tried spawning one in to my fleet. Sselling it and buying it back, didn't work either.
Thank you Boggled for your mod, it's really a good one!
I don't get how to build the Siphon station, I've tried with a colony and with an outpost but I can't find the way to do it.
Always tried with a gas giant without success :(
I used the same command that the Chairman of Suryasari said to use.
Thank you Boggled for your mod, it's really a good one!
I don't get how to build the Siphon station, I've tried with a colony and with an outpost but I can't find the way to do it.
Always tried with a gas giant without success :(
What does the red text on your "Construct Siphon Station" ability say?
Thank you Boggled for your mod, it's really a good one!
I don't get how to build the Siphon station, I've tried with a colony and with an outpost but I can't find the way to do it.
Always tried with a gas giant without success :(
What does the red text on your "Construct Siphon Station" ability say?
I have no clue about where this Construct Siphon Station should be
How do you make the stellar shades disappear from the map once you remove the industry??? They are causing a lot of map clutter!
runcode LocationAPI system2 = Global.getSector().getPlayerFleet().getContainingLocation(); List<SectorEntityToken> entitiesList = Global.getSector().getPlayerFleet().getStarSystem().getEntitiesWithTag("stellar_mirror"); SectorEntityToken rementity = (SectorEntityToken)entitiesList.get(0); system2.removeEntity(rementity)
runcode LocationAPI system2 = Global.getSector().getPlayerFleet().getContainingLocation(); List<SectorEntityToken> entitiesList = Global.getSector().getPlayerFleet().getStarSystem().getEntitiesWithTag("stellar_shade"); SectorEntityToken rementity = (SectorEntityToken)entitiesList.get(0); system2.removeEntity(rementity)
How do you make the stellar shades disappear from the map once you remove the industry??? They are causing a lot of map clutter!
That's the intended behavior. If they disappeared, why would the planet stay terraformed if it's too close/far from the star?
That being said, here's two console commands to delete the mirrors and shades respectively from the system the player fleet is located in. You may need to execute it multiple times to get rid of them all. Be sure to back up your save before using them.Coderuncode LocationAPI system2 = Global.getSector().getPlayerFleet().getContainingLocation(); List<SectorEntityToken> entitiesList = Global.getSector().getPlayerFleet().getStarSystem().getEntitiesWithTag("stellar_mirror"); SectorEntityToken rementity = (SectorEntityToken)entitiesList.get(0); system2.removeEntity(rementity)
Coderuncode LocationAPI system2 = Global.getSector().getPlayerFleet().getContainingLocation(); List<SectorEntityToken> entitiesList = Global.getSector().getPlayerFleet().getStarSystem().getEntitiesWithTag("stellar_shade"); SectorEntityToken rementity = (SectorEntityToken)entitiesList.get(0); system2.removeEntity(rementity)
An odd error I've never seen before...
An NPE being generated when the 'add building' menu is opened on a colony with a moon.Spoiler1560874 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.campaign.econ.industries.Astropolis_Station.numAstroInOrbit(Astropolis_Station.java:343)
at data.campaign.econ.industries.Astropolis_Station.isAvailableToBuild(Astropolis_Station.java:373)
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]
The moon in question was not generated by a vanilla process, but rather one of the 'tiny' moons created by this (http://fractalsoftworks.com/forum/index.php?topic=18416.msg291874#msg291874) mod.
There may be some odd interaction with the script that's checking for the ability to build astropolis stations.
Just for confirmation, I disabled the ability to build those stations and the error no longer occurs.
Did you think about adding the ability to ignite gas giants into a brown-dwarves and then into a star to increase the light on a system?
Did you think about adding the ability to ignite gas giants into a brown-dwarves and then into a star to increase the light on a system?DIY Planets covers the gas giant -> brown dwarf part, at least.
This is an interesting idea, but it's my understanding that it's not possible from a scientific standpoint because gas giants need to have a certain amount of mass to sustain fusion. I know there's lots of people here with more science knowledge than me, so if they want to clarify the situation I would be happy to reconsider my position.There are ways to light up gas giants without turning them into stars, but even the most basic ones are far beyond Starsector's technological level.
Did you think about adding the ability to ignite gas giants into a brown-dwarves and then into a star to increase the light on a system?DIY Planets covers the gas giant -> brown dwarf part, at least.This is an interesting idea, but it's my understanding that it's not possible from a scientific standpoint because gas giants need to have a certain amount of mass to sustain fusion. I know there's lots of people here with more science knowledge than me, so if they want to clarify the situation I would be happy to reconsider my position.There are ways to light up gas giants without turning them into stars, but even the most basic ones are far beyond Starsector's technological level.
Also, if this blog post (http://fractalsoftworks.com/2020/02/07/painting-the-stars/) is anything to go by, we're getting a vanilla way to light up planets, so I don't think it would be worth implementing at this point even if it did work in the setting.
Hi again! I seem to be crashing every time I build a Remnant station from your mod. I uploaded the log file to MEGA so that you can view it since pastebin froze on me.
https://mega.nz/file/PPQxxaTD#UoJmcPFpXdHfSdAn1vSS5FT0-gkOfKE1uypdpVjGrns
Below is the lines specific to the time of the crash.
(https://i.ibb.co/8dbT5LG/image.png) (https://ibb.co/QCkzN3h)
tyvm for any help you can give
Hi again! I seem to be crashing every time I build a Remnant station from your mod. I uploaded the log file to MEGA so that you can view it since pastebin froze on me.
https://mega.nz/file/PPQxxaTD#UoJmcPFpXdHfSdAn1vSS5FT0-gkOfKE1uypdpVjGrns
Below is the lines specific to the time of the crash.
(https://i.ibb.co/8dbT5LG/image.png) (https://ibb.co/QCkzN3h)
tyvm for any help you can give
I can't tell from the stack trace what's causing this crash, and I'm unable to replicate it myself. Can you give me any additional information regarding when the crash occurs (ex. on game launch, on save load, when you queue up the station in colony build manager, when building finishes, when you install AI core, when battle involving station begins, when battle involving station ends, etc.)? Do you have any other mods installed that make changes to colonies, commanders, commander skills, remnants, stations, etc.?
Hi again! I seem to be crashing every time I build a Remnant station from your mod. I uploaded the log file to MEGA so that you can view it since pastebin froze on me.
https://mega.nz/file/PPQxxaTD#UoJmcPFpXdHfSdAn1vSS5FT0-gkOfKE1uypdpVjGrns
Below is the lines specific to the time of the crash.
(https://i.ibb.co/8dbT5LG/image.png) (https://ibb.co/QCkzN3h)
tyvm for any help you can give
I can't tell from the stack trace what's causing this crash, and I'm unable to replicate it myself. Can you give me any additional information regarding when the crash occurs (ex. on game launch, on save load, when you queue up the station in colony build manager, when building finishes, when you install AI core, when battle involving station begins, when battle involving station ends, etc.)? Do you have any other mods installed that make changes to colonies, commanders, commander skills, remnants, stations, etc.?
The crash occured when building the station and it was found out to be the result of me editing the industries csv, even though the only thing I changed in it was how long it took the Terraforming Station industry to build, and all other industries loaded perfectly fine.
Can you add terraforming queues? quite often i'm down exploring and either planet cracking or tectonic stabilization finishes and it just idles until i get there, and I can't order it remotely so a queue would be perfect, maybe three actions limit and only for modifications not changing the planet type.
Hi, love the mod. I really like how you added a lot of options so people can customize there experience. I have a few Ideas to make the mod more I M M E R S I V E.
1. The costs of building the Siphon and Mining stations seem good its just that they are built instantly, it is possible to add a bit of a delay so the station can thematically have time to build.
2. Only allow the construction of these stations if the system has a unique building, say a construction drone port and/or heavy industry (so it's compatible with nex/faction mods if you want to build in an already occupied system) If the system doesn't have these then the cost and time of construction is increased.
I don't have sprites for stations that are under construction.Do you really need them? I mean, the defensive orbital stations that are being built/repaired look the same as the ones that are functional.
I don't have sprites for stations that are under construction.Do you really need them? I mean, the defensive orbital stations that are being built/repaired look the same as the ones that are functional.
hello, is this mod compatible with tyrador safeguard coalition, i am asking this because it does change the penelope's star system, thus i imagine it is incompatible, thanks and have a great day in advance!
I wanted to use this mod with Archean Order but when I select it in the mod list it unselects the Terraforming mod. Is that controlled by the mod creators or is it like automatically found through the game somehow? And do I just have to wait until mods update to be able to use them together?
Thanks for the info! Do you know of a way I can overcome it?
If you've built an astral gate for another faction, you need to be friendly (about 75 positive rep.) with them in order to use it.
If you've built an astral gate for another faction, you need to be friendly (about 75 positive rep.) with them in order to use it.
Both systems are owned by my player faction.
If you've built an astral gate for another faction, you need to be friendly (about 75 positive rep.) with them in order to use it.
Both systems are owned by my player faction.
Did you make any changes to the settings file and/or other mod files? If you're using the gate station feature, does your faction control the gate station? Is it only the Damar's Star system gate that doesn't work, or are there other gates that don't work either?
If you've built an astral gate for another faction, you need to be friendly (about 75 positive rep.) with them in order to use it.
Both systems are owned by my player faction.
Did you make any changes to the settings file and/or other mod files? If you're using the gate station feature, does your faction control the gate station? Is it only the Damar's Star system gate that doesn't work, or are there other gates that don't work either?
Only settings I've changed from the base game config are maxshipsinfleet, maxshipsinAIfleet, max officers, and max AI officers. My faction does control the gate station. I tested a few other systems and the only ones that seem to work are the core worlds.
If you've built an astral gate for another faction, you need to be friendly (about 75 positive rep.) with them in order to use it.
Both systems are owned by my player faction.
Did you make any changes to the settings file and/or other mod files? If you're using the gate station feature, does your faction control the gate station? Is it only the Damar's Star system gate that doesn't work, or are there other gates that don't work either?
Only settings I've changed from the base game config are maxshipsinfleet, maxshipsinAIfleet, max officers, and max AI officers. My faction does control the gate station. I tested a few other systems and the only ones that seem to work are the core worlds.
Ok, thanks for letting me know about this. It sounds like Adjusted Sector might be the culprit. I'll look into it and see what I can do.
Astral gates will likely be removed from the mod in 6.0.0 due to new content in vanilla.
Astral gates will likely be removed from the mod in 6.0.0 due to new content in vanilla.This seems rather drastic. I didn't get to play much of the new version, but I can only assume that the relevant change is big enough to justify this.
QuoteAstral gates will likely be removed from the mod in 6.0.0 due to new content in vanilla.This seems rather drastic. I didn't get to play much of the new version, but I can only assume that the relevant change is big enough to justify this.
Also, will you add the option to create barren worlds now that Synchrotrons need the "No Atmosphere" condition?
I wonder if 'flipping around' the requirements might work?
So instead of the chosen planet type dictating the temperature, the existing temperature would dictate what types you could change to.
And the mirrors/shades can modify the temperature by +/-1 and so alter the 'allowed' conversions to include more (favourable) types.
This would narrow the scope of potential terraforming options for any given planet, but allow the player to expand that by investing in infrastructure. But only upto the limits of what changing the temperature 1 step would allow.
For example:
If I had a super-hot volcanic world, the only terraforming options I'd have right at the start would be: Volcanic, Toxic, Barren.
The 3 (major) planet classes which are allowed to be super-hot by the procgen.
Building shades would reduce the temperature by 1 step to 'just' hot, which then opens up additional options for Desert, Arid, Jungle, Water, Eccentric.
Aka, all the types that are 'allowed' to be hot.
And that's as far as that particular world can be terraformed.
This would also give you the option to de-restrict terraforming options in the settings to allow mirrors/shades to unlock any transformation or make them entirely optional.
The point based system could stay in place along with all the current means of generating said points.
There would however need to be a check in place to look out for existing infrastructure as there are now instances of worlds with pre-built mirrors/shades which probably shouldn't allow the player to build any of thier own.
One of the problems I found with my current implementation is that it results in very boring and identical markets - Terran worlds are strictly better than all other types, so players just create a bunch of identical 50% hazard Terran worlds and nothing else, and there's no tradeoffs or choices to make. Whatever I decide to do, I want to try to avoid creating this issue with the new system.
One of the problems I found with my current implementation is that it results in very boring and identical markets - Terran worlds are strictly better than all other types, so players just create a bunch of identical 50% hazard Terran worlds and nothing else, and there's no tradeoffs or choices to make. Whatever I decide to do, I want to try to avoid creating this issue with the new system.
I came here all the way from the registration page to say two things:
1. Thanks for making this mod, which has added dozens of hours of fun to my SS experience!
2. Perhaps you could make resource-enhancing conditions which are specific to certain planet types? In a sense this already exists with the ouyang optimization, but you don't need the malus if it already requires a sub-optimal planet type. For example, some improvement increases organics production by +2 (You could even make a new condition that exceeds existing bonuses) but can only be built on jungle worlds. A metals improvement buildable only on rocky unstable worlds, a transplutonics improvement buildable only on volcanic worlds. Etc. Then, the player has an incentive to concentrate their secondary industries (orbital works, fuel production, refining, light industry) on a terran world, but to put their primary industries on a rainbow of other planet types.
I'm sure whatever you end up doing will be great.
Imho terran worlds must be in general better. Ofc over tipes can have their own benefits, but it called terran for a reason
Now I just need something for desert/arid worlds.The best thing I can think of is an expansive solar farm structure that greatly reduces local upkeep.
Now I just need something for desert/arid worlds.The best thing I can think of is an expansive solar farm structure that greatly reduces local upkeep.
But honestly, if we're going back to a more strict terraforming system, I think desert/arid worlds would have enough value by simply being prime candidates for the terran transformation.
That seems like a lore-friendly line of thinking, too. When EUTC found Ithaca in the Penelope's Star system, they didn't think "Oh look, a desert world. Let's do desert world things on it" but "Oh look, a desert world. Let's make it Earth-like."
The same goes for jungle worlds I suppose.To a lesser extent, maybe.
hello
i love this mod and can barely live without it so i'll try to atleast contribute a little by giving you some ideas
1 biomass farms on stations to produce organics
2 "aqua quarters" to have the option to use aquaculture (but most importantly seed it with Volturnian Lobster)
3 manufacturing specialization for stations to increase its productivity of heavy and light industry but limits it's flexibility heavily (flexibility i mean restricting some structures and industries)
and of course for balance reasons these would be incredibly expensive
if these sound good hurray i contributed something partly useful, if not you can spit on me for being dumb
The same goes for jungle worlds I suppose.To a lesser extent, maybe.
In my mind, the rich biospheres of jungle worlds hold great potential for foraging and hunting, so maybe if you made Wildlife Exploitation also produce food in addition to the animal trade/tourism income, they could be more like sidegrades to terran worlds, not just terraforming targets.
Hello boggled ! I just downloaded your mod but I cant seem to find the control panel :/ I unlocked the toolbar and clicked on an empty one but the terraforming icon is not there. I just have the 4 icons to build stations (so the mod does work) but no terraforming icon :(
I uploaded a screenshot of my toolbar here :
https://ibb.co/ZgrHKR7
FYI I activated the mod during my playthrough.
Thank you in advance !
Hello boggled ! I just downloaded your mod but I cant seem to find the control panel :/ I unlocked the toolbar and clicked on an empty one but the terraforming icon is not there. I just have the 4 icons to build stations (so the mod does work) but no terraforming icon :(
I uploaded a screenshot of my toolbar here :
https://ibb.co/ZgrHKR7
FYI I activated the mod during my playthrough.
Thank you in advance !
If you're on 0.95a, terraforming has been temporarily disabled while I work on updating it for 0.95a. You can re-enable it using the settings file, at which point the terraforming control panel will be accessible again, but I can't guarantee you won't encounter bugs!
Hello boggled ! I just downloaded your mod but I cant seem to find the control panel :/ I unlocked the toolbar and clicked on an empty one but the terraforming icon is not there. I just have the 4 icons to build stations (so the mod does work) but no terraforming icon :(
I uploaded a screenshot of my toolbar here :
https://ibb.co/ZgrHKR7
FYI I activated the mod during my playthrough.
Thank you in advance !
If you're on 0.95a, terraforming has been temporarily disabled while I work on updating it for 0.95a. You can re-enable it using the settings file, at which point the terraforming control panel will be accessible again, but I can't guarantee you won't encounter bugs!
Question, once terraforming is done, can I just remove the structures?
They take up space on the 12 hard cap :<
I mean if terraforming is added back in anyways...
I just uploaded the last version for 0.9.1a to GitHub for you.
https://github.com/boggled-starsector/boggled_modpack/tree/master/Old/Terraforming%20and%20Station%20Construction
Question, once terraforming is done, can I just remove the structures?
They take up space on the 12 hard cap :<
I mean if terraforming is added back in anyways...
Yes, you can remove the buildings that only add terraforming points. The new system is shaping up to be different, but that's not in the mod yet.
Hello! this mod looks awesome, but it crashes me game when i load my save, does it require a new save, or a library that im missing? thanks! :)
Hey boggled, I've encountered a problem when placing a third astropolis on an ice giant, it gets placed underneath/on top of the first astropolis instead.
Running the latest SC + mod version
hey... i think you should add "orbital solar array" condition like in vanilla, if you finished constructing the stellar shade/mirror, and maybe you should remove the industry icon and then add the planet condition, and then make the stellar mirrors orbiting your planet like eventide did. just like DIY planets after the completion of terraforming, and same for the structure icon on a market upon the completion of astropolis. i think its more realistic that way
Hey boggled, I've encountered a problem when placing a third astropolis on an ice giant, it gets placed underneath/on top of the first astropolis instead.
Running the latest SC + mod version
Thanks for letting me know about this. It was an easy fix and will be corrected in the next update.
Hey boggled, I've encountered a problem when placing a third astropolis on an ice giant, it gets placed underneath/on top of the first astropolis instead.
Running the latest SC + mod version
Thanks for letting me know about this. It was an easy fix and will be corrected in the next update.
Getting the same bug on a Terran planet, haven't tested w/any other types - just in case the fix is planet-specific (I dunno anything about excel, I dig holes for a living.)
Can you post the stack trace so I can figure out what the issue is?Never mind, im an idiot! thanks!
There are no libraries or dependencies for this mod, but if the mod version and Starsector version are not compatible that could cause a crash on startup.
Hey boggled just wanted to thank you for the work you've put into this mod, I used it during my playthroughs in 0.91a and I can't wait for you to update it for 0.95a but there's no rush I understand that it must be busy keeping up with all the modding since the update hit. :)
Thanks for the quick replies and working hard to update the mod to the new version of the game, though is it possible to still force the settings in the config file to use the terraforming options? Even if there are a few issues here and there I would still like to swap out from DIY terraforming (Although I still appreciate his work on his mod as well, you are my preferred).
Yes, you can enable terraforming in the settings file and it will work on 0.95a. I can't guarantee there won't be bugs!
Don't know if it's my version of the mod or either a different mod overwriting the terraforming one but whenever I finish Penelope's quest the game just crashes. and this comes up in starsector.log |
http://413673 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.CharacterStats.increaseSkill(Unknown Source)
at data.campaign.quests.boggledGateQuest.WindsMessageDialogPluginAstral.maxOutSkil ls(WindsMessageDialogPluginAstral.java:251)
at data.campaign.quests.boggledGateQuest.WindsMessageDialogPluginAstral.optionSele cted(WindsMessageDialogPluginAstral.java:212)
at com.fs.starfarer.ui.newui.V$1.super(Unknown Source)
at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.new(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.k.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.interface.processInput(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.OoOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.interface.processInput(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.V.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.interface.processInput(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.interface.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
| Has this happened to anyone else or is it just me (I just copied what looked recent in Starsector.log because i rarely submit crash reports since they get fixed in the next version and have no knowledge what to look for.)
wonder how station colonies will interact with the requirements of the special items
don't stations technically have no-atmosphere ?
and will you ever add special items in the mod yourself ?
wonder how station colonies will interact with the requirements of the special items
don't stations technically have no-atmosphere ?
and will you ever add special items in the mod yourself ?
By default, stations cannot slot the "no atmosphere" special items, but I fixed this by overwriting the no atmosphere condition, putting it on all stations, and having it hide and suppress itself on stations so visually the player won't see it. This will break compatibility with any other mod which overwrites no atmosphere, but to my knowledge there are none at this time that do so.
Regarding special items, the E.U.T.E.C.K. will be coming back in 6.0.0. Stay tuned!
wonder how station colonies will interact with the requirements of the special items
don't stations technically have no-atmosphere ?
and will you ever add special items in the mod yourself ?
By default, stations cannot slot the "no atmosphere" special items, but I fixed this by overwriting the no atmosphere condition, putting it on all stations, and having it hide and suppress itself on stations so visually the player won't see it. This will break compatibility with any other mod which overwrites no atmosphere, but to my knowledge there are none at this time that do so.
Regarding special items, the E.U.T.E.C.K. will be coming back in 6.0.0. Stay tuned!
Could you have visible No Atmosphere, and instead add a new modifier like Life Support (or just habitable, i guess. tho habitable would suffer from nanoforge pollution by default) to offset the hazard? If I didn't see it, I might not think to try an item with no atmos req.
Any intention on making Hydroponics and Cloning have the same option as the other industries where you can use story points to make improvements?
I would also ask about making soil nanites usable on hydroponics, but from a lore standpoint it doesn't work because that'd require soil.
Do you, maybe, have any plans to make them available through the questline? Something similar to the "Red planet", which unlocks "Planet shield" Industry.
Yes, I've already made changes to allow Hydroponics and Cloning to be improved to increase production. They are still non-default in 6.0.0.
-All Astral gate content has been removed from the mod due to new features present in 0.95a.
So what happen if I mix this with DIY planets?
i love you
also on siphon stations can you use Plasma Dynamo ?
or is the station itself a crude version of the plasma dynamo anyway ?
1. Colonies that aren't Habitable have a background demand for Organics to represent the need for Earth-like air.
2. Habitable domes that cover dozens of kilometers would surely need an immense supply of air.
With these two things considered, Domed Cities on non-Habitable colonies should probably have a (really) high demand for Organics to work properly.
OR
You could make it so that such Domed Cities would only function when an in-system Habitable world has an Ismara's Sling-like structure(perhaps a repurposed Atmosphere Processor?) that harvests the oxygen-nitrogen atmosphere and distributes it to them.
That seems like something that would give this new suppression mechanic some more depth while also making terraforming worthwhile-to-necessary, depending on the system.
I can't believe I have to find ways to justify the creation of terran-adjacent worlds now. 0.95a really flipped the script.
Also, I feel like the Mesozoic Park should require the Genelab as a prerequisite.
Do you, maybe, have any plans to make them available through the questline? Something similar to the "Red planet", which unlocks "Planet shield" Industry.
Yes, I've already made changes to allow Hydroponics and Cloning to be improved to increase production. They are still non-default in 6.0.0.
Quote-All Astral gate content has been removed from the mod due to new features present in 0.95a.
Rest in peace Odysseus. We had many good runs together.
Spoiler for the new vanilla feature, don't read if you haven't done the new story quest yet.SpoilerWould it be possible to rework the astral gate system into the current gate system in such a manner that we could make our own gates?[close]
The Remnant Autonomous AI Battlestation appears to be a single tiny weapons platform rather than a station. It's called "standard Remnant weapons platform", frigate-sized, with only 1 tachyon lance, 1 phase lance and 3 burst PD lasers.
From a lore standpoint, what are organics? Does it make sense for them to be used to create a breathable atmosphere? Maybe a heavy machinery demand instead would make more sense, but I'm not sure.It's not outright stated anywhere, but based on how they're used, I'm pretty sure Organics are the elements represented by the CHON or CHNOPS (https://en.wikipedia.org/wiki/CHON) acronyms.
Ismara's Sling will be back as part of the planet type transformation rework, so I don't want to use it as part of the Domed Cities requirements.There might've been a failure in communication there.
I don't want the Genelab to be a prerequisite, but perhaps the Alpha core or improvement bonus on the Genelab could increase income from the Mesozoic Park. I'll look into this.Fair. I just thought that the dinosaurs have to come from somewhere.
From a lore standpoint, what are organics? Does it make sense for them to be used to create a breathable atmosphere? Maybe a heavy machinery demand instead would make more sense, but I'm not sure.It's not outright stated anywhere, but based on how they're used, I'm pretty sure Organics are the elements represented by the CHON or CHNOPS (https://en.wikipedia.org/wiki/CHON) acronyms.
Light Industry's demand for them as well as the description for the "Plentiful Organics" condition makes it rather obvious that "Organics" include hydrocarbons(H and C), and since there's a base demand for them in every non-Habitable colony, they must also cover breathable air, which is mostly oxygen and nitrogen(O and N).
So yes, I would say it makes sense to represent breathable air supply with an Organics demand.QuoteIsmara's Sling will be back as part of the planet type transformation rework, so I don't want to use it as part of the Domed Cities requirements.There might've been a failure in communication there.
I didn't suggest using Ismara's Sling to transport air like it transports water-ice, I suggested implementing something similar, like a reworked Atmospheric Processor.QuoteI don't want the Genelab to be a prerequisite, but perhaps the Alpha core or improvement bonus on the Genelab could increase income from the Mesozoic Park. I'll look into this.Fair. I just thought that the dinosaurs have to come from somewhere.
I had no idea about the organics demand on non-habitable markets. But if Population and Infrastructure already demands organics, making Domed Cities require them too would seem redundant, since the colony already has them.I was thinking that on non-Habitable worlds, Domed Cities should make the Organics demand higher(possibly really high, like colony size plus 2 or more) because they would presumably require far more breathable air than the habitats the people would live in otherwise(represented by a demand of just colony size minus 1).
The Atmosphere Processor idea is interesting, but I don't want to require another colonized habitable market in-system since this would preclude building Domed Cities on a lot of planets. Plus, it's already a complex building with a lot of effects and text on the tooltip, and adding more might not be a good idea.Fair, but there's also the option of combining the ideas: make it so that Domed Cities on non-Habitable worlds have a high demand for Organics which goes away when there's an in-system Habitable market with the Atmosphere Processor/Distribution Nexus-thing.
Do you think the gate construction patch will be save-compatible?
Thank you for this mod, I've been using it on countless playthroughs and it has been a lot of fun. I will miss arcology worlds!
Would it be compatible if I haven't used any of the mod features yet? I mean I have the mod installed but I don't even have a colony yet
The new TASC is looking interesting, good luck with reworking the Terraforming aspect of the mod.
Is there any chance that some special industries will be locked by default and require either completing a quest or even just simple exploration to discover their Blueprints? Industry BPs are sorely underutilized in... well, basically everything. It'd be cool to have to work (a bit) for my fancy Domain-era improvement industries.
I couldn't wait to install this mod, literally, and put it into a game already running. It looks like it meshes well with most things, but I seem to have lost the ability to build "Aquaculture" industries on archipelago worlds. Thank you anyways for the flavor and function this adds!
"Don't worry fine citizens living in a literal glass bubble, the battlestation will probably prevent the aforementioned glass defenses from being an issue. Probably."
I probably won't implement blueprints for structures. This is because I would have to write a high-quality quest to unlock them...Not nescessarily.
Archipelago worlds are from Unknown Skies, not TASC. I don't think I've made any changes that would prevent building aquaculture there. Was it buildable before you enabled TASC?Archipelago is defined as cat3 and since the table (as far as I know) can't be extended to include additional types, it is unmodified.
Does this mod compatible with DIY planet mod from kentington? I just want to make an absolute colonyBoggled said it might be, if you turn off all terraforming features and limit yourself to buildings/stations.
Can you split off the non-terraforming parts of the mod again? Or make easy to disable only the parts that conflict with DIY Terraforming?
I love both mods.
So it would be great if I could use them both at same time, just disabling the conflicting part.
Even greater would be if they interacted in a positive way (for example DIY colony items working to improve this mod stations)
C:\Program Files (x86)\Fractal Softworks\Starsector\mods\Terraforming and Station Construction\data\config\settings.json
"boggledTerraformingContentEnabled":true,
"boggledTerraformingContentEnabled":false,
Is there a way to remove your mod from an ongoing save if Domain Archeology on Agreus, cramped quarters and its universal application to every station is enabled but I did not build anything mod related yet?
I realized 0.95 brought many changes to colonies and I wouldn't like a partially functional mod interfering with that.
Is there a way to remove your mod from an ongoing save if Domain Archeology on Agreus, cramped quarters and its universal application to every station is enabled but I did not build anything mod related yet?
I realized 0.95 brought many changes to colonies and I wouldn't like a partially functional mod interfering with that.
Nope, you won't be able to remove it under that circumstance. Sorry!
Is there a way to remove your mod from an ongoing save if Domain Archeology on Agreus, cramped quarters and its universal application to every station is enabled but I did not build anything mod related yet?
I realized 0.95 brought many changes to colonies and I wouldn't like a partially functional mod interfering with that.
Nope, you won't be able to remove it under that circumstance. Sorry!
Thanks. Will the updates be backwards compatible with 6.0.0? I might use it later when terraforming features are fully implemented.
so will arcology worlds ever make a return ?
Say, would a Domed City's protection penalty be offset somewhat by a Planetary Shield? I know the Shield will now protect from Meteor Impacts, but I'd imagine that the shield would become a much more important asset of that planet's defense, perhaps at the cost of being marginally more expensive than usual to maintain or reinforce it. Unless of course there's other reasons why it wouldn't work, be it balance or lore-related stuff.
Suggestion: since its already confirmed confirmed trough the description of siphoning stations, that they harvest gas giants through the use of magnestism.
why not make the plasma dynamo compatible with the syphoning stations mining industry, since dynamo theory irl also creates / manipulates magnetic fields?
This mod seems very cool!!
Can i use it along with DIY planets?
Any one have a copy of the old (5.5.0) version? I kinda like the ability to terraform inhabitable planets in the old one...Got 5.4.6. Be warned, I did not try this on 0.95 yet, though Astral Gate construction tempts me. It was very good work. Plus I miss Odysseus.link (https://wetransfer.com/downloads/0066c464cf17b9368e52b39a2f8e816420210422101343/4491bc754aa3e44aacab1e4616a9d5fb20210422101359/7a65ce)
If I put a nanoforge in and get pollution, will the genelab remove it? I imagine it would, but if it removes it and I them demolish the genelab, will the pollution come back?
Will we get spice farming back ? XD literaly stopped me going bankrupt on my first colony
Just as a heads up that the LAMP does not play nicely with your solar mirrorsSpoiler(https://i.imgur.com/7aTUyXy.png)
(https://i.imgur.com/SgB8kDu.png)[close]
Can you please provide link to legacy 9.1 version? Much appreciated:)
shouldn´t the closed domes counter extreme cold?If the dome says "Hermetically sealed domes dozens of kilometers across can enclose the bulk of a colony's population in a relatively Earth-like environment" then it means temperature is included.
Boggled is it possible to give us approximate update date for the planet type transformations. I really love using this mod, but without the planet type transformations the mod feels "stripped".
Thank you.
ive set "boggledMiningStationLinkToResourceBelts":true, and i found a system with 18 astroid belts but a mining station in system would only have abundant resources is that intentional?
Great update of the great mod. Though I got two questions to ask:
1. Shouldn't the stellar arrays built by player be identical to the ones they could find around planets during exploration? Permanent ones as market condition and not requiring structure slot permanently. Or the ones built by the player are crude imittations of domain era ones? Maybe description and sprites should represent that. Or the player should find an assembly kit during exploration for domain era ones.
2. Might it be possible to make Domed Cities an upgrade for Population instead of being a separate structure? It's kinda strange lore wise to see them disrupted as structure and all the people and industry magically resettling back into de-centralized settlements around hive domes. Also would make sense for them to not be buildable by default and require a blueprint to be obtained first. Because otherwise it becomes strange why a player could build them but not the major factons most of which got the hazardous markets that would benefit from such a technology in first place.
Just as a heads up that the LAMP does not play nicely with your solar mirrorsSpoiler(https://i.imgur.com/7aTUyXy.png)
(https://i.imgur.com/SgB8kDu.png)[close]
Looking at the images you posted, it appears to be working as intended. What part of it is bugged?
A minituarized, variable-output fusion reactor capable of providing ample light and heat to a planet.--Orbital Fusion Lamp description.
Safe operation requires prodigious quantities of volatiles. If the demand is not met, the reactor suffers from potentially hazardous instability, which may lead to an uncontrolled surge in output. Litigation over whether this device is of inherently unsafe design or simply used unsafely were ongoing in Domain courts at the time of the Collapse.
Just as a heads up that the LAMP does not play nicely with your solar mirrorsSpoiler(https://i.imgur.com/7aTUyXy.png)
(https://i.imgur.com/SgB8kDu.png)[close]
Looking at the images you posted, it appears to be working as intended. What part of it is bugged?
It's not a real bug, which is why I only mentioned it not playing nicely.
the "issue" is that you start with a 100% planet (habitable + cold)
install a lamp and get down to 95% (because I only have enoug volatiles to warm the planet up by 5%)
then you install the mirrors and nothing happens since you stay at 95% (DESPITE the mirrors alone being enough to remove cold)
you have to remove the lamp for the mirrors to do something in that scenario.
which is counterintuitive since the "+20% from volatile shortage" is there to imply that the lamp is not warm enough to counteract the cold.
which your mirrors should counteract theoretically
it's just slightly cumbersome and a hint of illogical.
And I assume that players that don't really look into things may get confused.
QuoteA minituarized, variable-output fusion reactor capable of providing ample light and heat to a planet.--Orbital Fusion Lamp description.
Safe operation requires prodigious quantities of volatiles. If the demand is not met, the reactor suffers from potentially hazardous instability, which may lead to an uncontrolled surge in output. Litigation over whether this device is of inherently unsafe design or simply used unsafely were ongoing in Domain courts at the time of the Collapse.
The "+20% from volatile shortage" is not because it's too cold. Your lamp's out of control and it's cooking the surface. Mirrors can't help you there.
-The Stellar Reflector Array and Ismara's Sling have no improvement or AI core bonuses right now. If anyone can think of interesting bonuses (beyond upkeep reduction or increased terraforming speed), please make a suggestion!Probably not a great suggestion, but throwing it unto the pile anyway:
Once completed, adds the "Orbital Reflector Array" condition to the planet. This improves farming/aquaculture production by +2 and suppress the Hot, Cold and/or Poor Light conditions if they are present. If the structure is shut down, the reflectors in orbit will be removed and the benefits will disappear. Requires Domain-era artifacts to operate if Domain Archaeology is enabled.Let it suppress very hot/cold as well? Darkness probably not, since that condition usually appears in nebulae and mirrors can't conjure light out of nothing even with an Alpha Core, but it's an option.
I didn't see any details in the description, so I have to ask... How does normal terraforming work now?Just tried out of curiosity. It works indeed pretty much as the old one but instead of multiple structures contributing to a generic terraforming counter (old way) EUTECK handles everything instead and you can just pick target planet type then wait for the completion time (400ish days), simple as that. Additional targets include maximizing resources, adding mild climate and such.
Is it the same as it was before the point system? As in...
-Jungle/Tundra world + shades/mirrors + time = Terran world
-Frozen/Cryovolcanic world + mirrors + time = Water world
-Desert/Arid world + shades + sling/processing + time = Terran world
Also how does CHAMELEON expose decivilized subcultures? I'm sticking to its description and I don't think they have any encryptions to crack, they are decivilized after all.I'm pretty sure "decivilized" in Starsector doesn't necessarily mean "completely without technology." They wouldn't be able to exist on non-habitable worlds if that was the case.
I guess CHAMELEON can function as advanced surveillance , however given the substantial stability penalty that remains present on a 10^6 size colony due to the decivilized subpopulation condition, the subpopulation is significant enough in numbers to meet inability from residents (government included) to deal with the disturbance, trouble and fear they cause. Talking about forces for neutralization assumes military police or commando presence which was exactly the previous implementation of eliminating said condition.Also how does CHAMELEON expose decivilized subcultures? I'm sticking to its description and I don't think they have any encryptions to crack, they are decivilized after all.I'm pretty sure "decivilized" in Starsector doesn't necessarily mean "completely without technology." They wouldn't be able to exist on non-habitable worlds if that was the case.
And hell, it's a supercomputer. Even if there's nothing to decrypt, it can probably track the entire population and single out the fringe-dwellers who cause trouble, letting it find their enclaves and get your forces to neutralize them.
Quote-The Stellar Reflector Array and Ismara's Sling have no improvement or AI core bonuses right now. If anyone can think of interesting bonuses (beyond upkeep reduction or increased terraforming speed), please make a suggestion!Probably not a great suggestion, but throwing it unto the pile anyway:QuoteOnce completed, adds the "Orbital Reflector Array" condition to the planet. This improves farming/aquaculture production by +2 and suppress the Hot, Cold and/or Poor Light conditions if they are present. If the structure is shut down, the reflectors in orbit will be removed and the benefits will disappear. Requires Domain-era artifacts to operate if Domain Archaeology is enabled.Let it suppress very hot/cold as well? Darkness probably not, since that condition usually appears in nebulae and mirrors can't conjure light out of nothing even with an Alpha Core, but it's an option.
Actually, does it normally downgrade very hot/cold down to regular hot/cold? If not that could be an alpha core effect, maybe.
So because it seems you haven't fixed this yet, I have something that might help. In overlord's additional commands mod (https://fractalsoftworks.com/forum/index.php?topic=18461.0), he have a script to add in an maxed out remnant nexus, so this might be of help. If you already have other plans for this, I'm sorry to bother.
Just seen the New update
Thanks for the Hard work, Boggled!
I admit, I'm sort of sad to see the Crustacean Job and Astral Gate Quests go: I realise there's more Quests for them to tread on the toes of, especially the Astral Gates, but they were fun and fluffy.
Also, lorewise, I could totally see the Astral Gates being a side-attempt to get a similar effect to the Domain Gates that Bypasses Galatia Academy and Especially Provost Baird's clutches...
Especially if it were now another Faction doing it/funding it on the sly, in a sort of Arms Race deal against the Hegemony. Because Almost certainly There should be those that assume that if Galatia Academy succeeds, the Hegemony will exploit the Domain Gates ruthlessly, and cut everyone else out...
I realise that Game-wise, your options are limited, and so you can't really approach this in a fully story-only Manner, and of course we don't know where the story is actually going, But it just raised a few thoughts I found interesting.
I admit, I really Liked the interactions being able to build (and gift/rent) the Astral Gates created, and it made sense (to me) that you could BuildAstral Gates, but only Use Domain Gates but not Build them (since the things are regarded as being indestructable and inscrutable in their in-game descriptions)
I didn't see any details in the description, so I have to ask... How does normal terraforming work now?
Is it the same as it was before the point system? As in...
-Jungle/Tundra world + shades/mirrors + time = Terran world
-Frozen/Cryovolcanic world + mirrors + time = Water world
-Desert/Arid world + shades + sling/processing + time = Terran world
I didn't see any details in the description, so I have to ask... How does normal terraforming work now?Just tried out of curiosity. It works indeed pretty much as the old one but instead of multiple structures contributing to a generic terraforming counter (old way) EUTECK handles everything instead and you can just pick target planet type then wait for the completion time (400ish days), simple as that. Additional targets include maximizing resources, adding mild climate and such.
Is it the same as it was before the point system? As in...
-Jungle/Tundra world + shades/mirrors + time = Terran world
-Frozen/Cryovolcanic world + mirrors + time = Water world
-Desert/Arid world + shades + sling/processing + time = Terran world
Not bad at all but I don't like the balance changes that vanilla brought and while station construction is invaluable, I cannot use this mod without qualms of conscience as spamming domed cities or astropoli with god-tier space defences are already too op. Also how does CHAMELEON expose decivilized subcultures? I'm sticking to its description and I don't think they have any encryptions to crack, they are decivilized after all.
Boggled i was testing the new terraforming system and i think found an unintentional feature, if you use the boggled_euteck item and use to maximize all resources it also spawns vast ruins, which doesnt make a lot of sense. The new terraforming system in my opinion is too broken, because you just need to have the item and wait 400 days to have a planet with max resources. Would it be possible to have a option in the config files to use the old terraforming system, i liked that one and it was more balanced.Even then, thank you for updating this mod.
Domed Cities is not a straight upgrade - the ground defense malus makes invasions trivially easy once the orbital station is destroyed. This mod is intended to be used in conjunction with Nexerelin, where the player's planets face the threat of invasions.
Some feedback:
1. The Autonomous AI Battlestation is invisible without the skill. Ideally it would always be visible, but unbuildable without the skill.
Also, I am unsure if it is intended to be much cheaper in both time and money compared to the vanilla Star Fortress.
Star Fortress = 390 days + 1,750,000 credits
AI Battlestation = 120 days + 500,000 credits
2. The Gene Lab building states the completion as a percentage. It would be useful to have a time as well. Also perhaps add this information, and the "stalled due to artifact shortage" message to the terraforming project menu.
3. With all terraforming projects enabled, the new terraforming system feels like issuing console commands through a menu rather than a mechanic integrated into the game. The choices also vary wildly in power but all require consumption of the entire EUTECK. I have no good ideas to improve this, though. As you said, unrestricted terraforming is very difficult to balance, and I will be playing with it disabled anyway. Despite these problems, it's great that you implemented it for people who prefer it. The Paradise world looks pretty good, too.
I would say that Domed Cities are a straight upgrade.
1. It suppresses the hazard effects of various planetary conditions without removing them, so that you can still use the vanilla industry items.
2. It provides a small but useful passive growth bonus. Suppressing negative conditions also reduces the price of hazard pay, indirectly increasing growth.
3. Slotted AI cores add stability. Stability increases fleet size and counters maluses such as Free Port.
Even with Nex, it is unlikely that the AI factions will be able to successfully invade the planet. Usually they die to the station+patrols, and are almost guaranteed to die if the player fights alongside the station. The large ground defense malus was never a factor in my 6.0.0 game, since they always died in orbit.
Yeah, i understand that we can´t please everyone and implementing things takes time but would it be possible to implement a option in the config files to use the old terraform system, i tried the old version in the 0.95.RC15 and its seems to work fine so i think you just need to do some small tweaks to implement again in this version, if you could do this i would be very thankfull :) .
It being cheaper and faster to build is intended, because my testing has shown that it's significantly weaker than a star fortress in combat, largely due to the lack of the mine laying ability.Oh, I thought it was stronger, since it is a Remnant. I didn't have time to test it's combat ability.
It might be awkward to add a "days remaining" tooltip in addition to the percentage, but I will look into adding more information to the terraforming menu regarding the status of terraforming.Maybe change it from percentage to time rather than listing both? If the terraforming time is 400 days, "200 days remaining" instead of "50% complete" feels better, even though they convey the same information.
I may break down the unrestricted terraforming projects into separate "balanced" and "unbalanced" options in the settings file so players who want the "old style" system but not absolute freedom have more choices.Yeah, a more granular and customizable approach would be ideal. So far your customization options have been very well done.
Regarding the lack of integration into the game, this is also a valid criticism, but with the 0.95a changes regarding suppression and the special items, the "old style" terraforming just doesn't make sense anymore. I'm not sure what feedback Alex has received about the special items and suppression mechanic, but I would guess the same players who don't like the new terraforming system also probably don't like those vanilla changes either.It's a difficult problem to solve. I would guess that people who dislike the restrictions would use a mod like modified industry requirements (https://fractalsoftworks.com/forum/index.php?topic=20822.0) in conjunction with your unrestricted terraforming system.
When the player actively defends their colonies there is no realistic chance of defeat, but NPC faction planets get invaded successfully on a regular basis if the player doesn't intervene. Maybe there have been changes to Nexerelin in 0.95a that make this less common, but it my past experiences Domed Cities would be a major detriment on certain planets, especially in Hybrasil and Valhalla, which frequently get invaded if there's a war between TT and the Hegemony.NPC factions can build it? I agree that NPCs building it on their planets would be a bad idea since they cannot adequately defend them. I meant that for the player, it is a direct upgrade since there is no realistic chance for defeat. I thought you meant that it is not a direct upgrade for players because you mentioned that Nex adds invasions to player planets.
Is this mod compatible with an existing save game? Didn't see any mention of this in the posting
When the player actively defends their colonies there is no realistic chance of defeat, but NPC faction planets get invaded successfully on a regular basis if the player doesn't intervene. Maybe there have been changes to Nexerelin in 0.95a that make this less common, but it my past experiences Domed Cities would be a major detriment on certain planets, especially in Hybrasil and Valhalla, which frequently get invaded if there's a war between TT and the Hegemony.NPC factions can build it? I agree that NPCs building it on their planets would be a bad idea since they cannot adequately defend them. I meant that for the player, it is a direct upgrade since there is no realistic chance for defeat. I thought you meant that it is not a direct upgrade for players because you mentioned that Nex adds invasions to player planets.
What happens to the EUTC Conquest now that the astral gate questline is gone? To be honest, I really liked the concept and, the idea of having the... 'legacy of EUTC' in my fleet was very interesting too. Is there any chance that you somehow add it back? maybe as an ibb or some short quest reward ;)
No, NPCs cannot build it. My point was that if the player doesn't actively intervene in invasions to make them fail, the ground defense malus will become relevant because the NPC invasions are capable of invading planets successfully. I suppose if you always babysit your colonies through every invasion attempt it's a strict upgrade, otherwise I would argue it has a downside.I meant that most player colonies can defend themselves without intervention. From what I've seen, by the time the NPCs are mad enough to launch an invasion fleet, the majority of the colonies are developed enough to defend themselves. This is especially true if using a mod like Industrial Evolution (https://fractalsoftworks.com/forum/index.php?topic=18011). Generally you only have to babysit colonies that have not yet built up the fort/patrol infrastructure. In my previous game I used Penelope's Star as my starting area. It's near the core and has a lot of planets in the system, most of which meet the conditions for the new industry items. After some initial babysitting, the colony was able to entirely defend itself against everything.
No, NPCs cannot build it. My point was that if the player doesn't actively intervene in invasions to make them fail, the ground defense malus will become relevant because the NPC invasions are capable of invading planets successfully. I suppose if you always babysit your colonies through every invasion attempt it's a strict upgrade, otherwise I would argue it has a downside.I meant that most player colonies can defend themselves without intervention. From what I've seen, by the time the NPCs are mad enough to launch an invasion fleet, the majority of the colonies are developed enough to defend themselves. This is especially true if using a mod like Industrial Evolution (https://fractalsoftworks.com/forum/index.php?topic=18011). Generally you only have to babysit colonies that have not yet built up the fort/patrol infrastructure. In my previous game I used Penelope's Star as my starting area. It's near the core and has a lot of planets in the system, most of which meet the conditions for the new industry items. After some initial babysitting, the colony was able to entirely defend itself against everything.
On another note, have you considered adding synergy between your stations and planets? For example, something like a space elevator to give a bonus to the planet based on the number of astropolises orbiting it, upkeeped by your Artifacts.
I guess it depends on which mods you have and the settings you're using. I had games where Nexerelin invasions would be comprised of 10+ different fleets with a bunch of capitals in each, which could easily overwhelm my defenses if I wasn't there. I assume that can still happen in 0.95a.It would indeed vary depending on the colony development and other mods. In that game, the system could easily defeat invasions consisting of 10+ fleets.
I had the Skyhook space elevator building in previous versions of the mod, but removed it for 0.95a because the Fullerene Spool special item essentially turns your spaceport into a space elevator.Yep, I used this mod when you had that mechanic. The Spool is just a standalone accessibility bonus though. I was thinking of a new building with a unique mechanic like the Centralization Bureau or Supercomputer from Industrial Evolution or your CHAMELEON, with synergy between them. The Supercomputer has a good synergy with your Kletka Simulator; the latter produces Cores while the former consumes them to boost income. Or within your own mod, the synergy between the Gene Lab and Dino Park. The Asteroid Processing was a good example too. These types of interactions are interesting. I don't have a good concrete idea for what to add, just the idea of fleshing out your stations due to the terraforming difficulties from the new game version.
When the player actively defends their colonies there is no realistic chance of defeat, but NPC faction planets get invaded successfully on a regular basis if the player doesn't intervene. Maybe there have been changes to Nexerelin in 0.95a that make this less common, but it my past experiences Domed Cities would be a major detriment on certain planets, especially in Hybrasil and Valhalla, which frequently get invaded if there's a war between TT and the Hegemony.IIRC, the invasion fleet's marine complement directly scales with the target market's defenses, which makes the outcome Nex ground invasions come down to a dice roll (outside of player intervention and fleet actions). If the space defenses get cleared, any random core world market is about as likely to get conquered from a spawned Invasion as a Legio Infernalis market (which has oodles of defense).
Thank you boggled for considering implementing the old system again. In the old terraforming the part wich i liked the most was specific options of terraforming because was more "lore friendly" per example if i wanted to "enrich" the planet with minerals/ores i needed to organize a planet cracking, which makes more sence then the new system and way more balanced because its adds +1 for each cracking.
Suggestions for terraforming without using the point system:
-if the player wants to organize a planet cracking, stabilize tectonic activity or set up gravitational manipulation field he needs to build some sort of struture, some text for it could be the .....(struture name) is located underground near of the planet core.For balancing purporses the struture would need a alpha core to function.
-The genelab can be used to clean pollution(already implemented) and if the player has boggled_euteck it could be used to create organics or volatiles, the player needs to use 1 boggled_euteck for +1 organics/volatiles (will need multiple E.U.T.E.C.K. to max these resources). The genelab could also be used to improve farming but for the "late levels"(rich farmland and better) could use a condition system, it needs to have a mild climate(atmosphere processor could be used to create this condition) and cant have poor light(makes use of stellar reflector array).
-For the meteor deflection if possible you could use the planetary shield to counter this condition,if desconstructed the condition "comes back".
-The atmosphere processor could also be used to create an atmosphere.
QuoteWhen the player actively defends their colonies there is no realistic chance of defeat, but NPC faction planets get invaded successfully on a regular basis if the player doesn't intervene. Maybe there have been changes to Nexerelin in 0.95a that make this less common, but it my past experiences Domed Cities would be a major detriment on certain planets, especially in Hybrasil and Valhalla, which frequently get invaded if there's a war between TT and the Hegemony.IIRC, the invasion fleet's marine complement directly scales with the target market's defenses, which makes the outcome Nex ground invasions come down to a dice roll (outside of player intervention and fleet actions). If the space defenses get cleared, any random core world market is about as likely to get conquered from a spawned Invasion as a Legio Infernalis market (which has oodles of defense).
Hegemony Inspections and Vanilla Expeditions don't scale by the target's defenses, but the AI isn't targeted by those anyways. So it's basically only a nerf if the player, specifically, decides they want to attack an AI Domed City colony.
It seems like Archepelago world from Unknown Skies uses Aquaculture instead of Farming industry now even though it lacks water covered condition like water worlds. Could you please change the way your mod checks whatever the world could be seeded with lobsters or not? Instead of looking for condition check for existing Aquaculture industry or something like that.
I have to ask, does this work with industrial evolution, beyond the sector and grand colonies?
Also, will this bork my current save file?
Hi, does this mod work with DYI planets?
Like, how does one find the "E.U.T.E.C.K." item?
I've set cramped quarters and being able to upgrade station habitation space (don't recall the exact term, haven't gotten to colonies yet) on, but every vanilla space station I see is limited to the base of size 3. I'm not running Nex so it doesn't really matter to either NPC factions or to me, but it is jarring to see, say, Nova Maxios apparently cram 10^6 people in a space that couldn't really house 10^3 all that comfortably. Can that detail be fixed, or am I going to have to assume the independents are keeping some impressive Domain-era levels of clown car technology to themselves?
Sure, but hundreds of thousands (just checked, Nova Maxios is size 5, not 6) on a station which wouldn't grow if it had a population in the thousands because that much population would apparently deteriorate living conditions too much? You'd run into issues with overtaxing life support systems beyond their limits or something eventually, surely.
If the option to upgrade station habitation space is enabled, simply give vanilla markets the structure/upgrade that allows them to support population sizes that match their market size. If that option isn't enabled...no idea. The only thing I can think of would be to change the description of the Cramped Quarters market condition to something that doesn't make it sounds like a size 3 station housing a size 5 population should break down and die horribly, but still retain a reason why people wouldn't go to live there despite the Sector being in an age where choice isn't always available on the open market. I've no idea how you'd phrase that.
I'm not sure if this suggestion has been made yet, but here I am.
Do you think that now we are able to use the gate system, isnt it a good idea to add accessibility and stability bonus to friendly planet whose system has an operational gate?
(I know this is probably not the right thread to post this in but still)
hmmm, i think, although i may be recalling it wrong, in the last couple of dialogues at the end of the quest they said if you had a coronal hypershunt and something else you could keep the gates permanently active so (supposedly) anyone could use them. gates near a claimed colonal hypershunt (ie 10 light years) can give a big accesibility buff too colonies in system?
Honestly DIY system is more lore-friendly and realistic - and nothing stops you from using two mods together, disabling overlapping features. The only problem with DIY for me is lack of unique icons for the new stuff.
IMHO, I think that terraforming might as well be gone here and instead this mod should add new colony items one could find during exploration and some rare blueprints for other useful structures that would make your colonists' lives better at hazardous worlds. Keeping the G.E.C.K. expy with paradise world transformation is also fine. The only feature I really miss is arcology type of planet for hive world experience. Sure, dome cities cover it partially but these have severe downsides for defenses even plasma shield fails to counter. Same for US three unique conditions that let your colonies being built in pre-existing tunnel systems or on the planet's bedrock deep under ice.
Honestly DIY system is more lore-friendly and realisticNo offense, but... what? DIY adds tectonic stabilizers, gravity manipulators, planet building, and brown dwarf creation. On a lore-offensiveness scale where 1 is a utility mod and 10 is an anime portrait pack, it's an easy 8.
Personally, I can't say that I'll miss the old(point-based) system. It allowed and encouraged the player to turn every single worthless rock into Gilead 2.0, completely invalidating just about every other planet type.Honestly DIY system is more lore-friendly and realisticNo offense, but... what? DIY adds tectonic stabilizers, gravity manipulators, planet building, and brown dwarf creation. On a lore-offensiveness scale where 1 is a utility mod and 10 is an anime portrait pack, it's an easy 8.
And honestly given how, less than useful the current terraforming system and I really don't see a reason to ever bother using it, I understand there were balancing issues but increasing the time and cost should have counteracted those to a reasonable extent.
I'm not sure if the mod is bugged or whatnot, but my terraforming progrees is all over the place.
The progress on one of my planets was at 53% at one point, but when i came back a little later it was down to 13%.
Am i doing something wrong?
DIY is more realistic in terms of gradual terraforming. Cooled down volcanic world turns barren, barren with added atmosphere becomes desert e.t.c.I like the idea of gradual terraforming too, and I get why you'd think that it's realistic, but although some steps in the process definitely are, you probably picked the worst example with volcanic to barren.
I'm not sure if the mod is bugged or whatnot, but my terraforming progrees is all over the place.
The progress on one of my planets was at 53% at one point, but when i came back a little later it was down to 13%.
Am i doing something wrong?
It should only go down if you change the terraforming project or you change the number of days required in the settings file. Did you do either of those things?
I'm not sure if the mod is bugged or whatnot, but my terraforming progrees is all over the place.
The progress on one of my planets was at 53% at one point, but when i came back a little later it was down to 13%.
Am i doing something wrong?
It should only go down if you change the terraforming project or you change the number of days required in the settings file. Did you do either of those things?
My EUTEK terraforming is a little wonky as well, I had one stay at 0% for very long
Then I decided to test it by removing and placing it back
I placed another EUTEK on a cold planet in the same system that says "progress is halted due to temperatures" (both are habitable)
and suddenly both planets went to 1%
I removed the EUTEK from the cold planet
and the previous jungle planet's progress went to 0% again
I removed and replaced the jungle planet's EUTEK and I'm just gonna keep playing, will update if I see more wonky stuff
I have recently started using Terraforming and Station Construction. And I have a question.
Can you terraform volcanic worlds and if so how?
I'm not sure if the mod is bugged or whatnot, but my terraforming progrees is all over the place.
The progress on one of my planets was at 53% at one point, but when i came back a little later it was down to 13%.
Am i doing something wrong?
It should only go down if you change the terraforming project or you change the number of days required in the settings file. Did you do either of those things?
My EUTEK terraforming is a little wonky as well, I had one stay at 0% for very long
Then I decided to test it by removing and placing it back
I placed another EUTEK on a cold planet in the same system that says "progress is halted due to temperatures" (both are habitable)
and suddenly both planets went to 1%
I removed the EUTEK from the cold planet
and the previous jungle planet's progress went to 0% again
I removed and replaced the jungle planet's EUTEK and I'm just gonna keep playing, will update if I see more wonky stuff
Interesting. I'll do some testing to see if I can replicate this problem. Thanks for reporting it!
I'm not sure if the mod is bugged or whatnot, but my terraforming progrees is all over the place.
The progress on one of my planets was at 53% at one point, but when i came back a little later it was down to 13%.
Am i doing something wrong?
It should only go down if you change the terraforming project or you change the number of days required in the settings file. Did you do either of those things?
My EUTEK terraforming is a little wonky as well, I had one stay at 0% for very long
Then I decided to test it by removing and placing it back
I placed another EUTEK on a cold planet in the same system that says "progress is halted due to temperatures" (both are habitable)
and suddenly both planets went to 1%
I removed the EUTEK from the cold planet
and the previous jungle planet's progress went to 0% again
I removed and replaced the jungle planet's EUTEK and I'm just gonna keep playing, will update if I see more wonky stuff
Interesting. I'll do some testing to see if I can replicate this problem. Thanks for reporting it!
Same issues on my end, along with not getting access to the terraforming menu on occasion due to the option just not being there, sometimes
Edit: I think i found the issue causing the menu to disappear ,i've set it so that i can keep using the E.U.T.E.C and i have multiple gene labs with the E.U.T.E.C installed, which is somehow confusing it with another planet. in other word's i can only run one genelab/terraforming project one at a time
Double Edit: did some more testing, and it looks like you cant interact with another planet that has the entire genelab ensemble without it causing some kind of menu bug.
I think I know what's causing this. I'm going to try to issue a patch today to fix it. Sorry about the bug!
Just informing you that after i got the newest patch of this Mod. My game has become weird, and started eating all my CPU and starting to operate very slowly and have spike lags when it reaches that point, after some time running Starsector.
I think I know what's causing this. I'm going to try to issue a patch today to fix it. Sorry about the bug!
Thanks for the update, however i've got the same bad news, it's still happening. My guess is that there's some compatabiltiy issues with the mods im running and i'll just have to keep doing them one at a time.
I've seen the euteck terraforming resetting back to 0% and starting all over, which I suspect to be a disruption in DEA shipping. I tried to put a stockpile of DEA into said colony and the terraforming went perfectly well. Maybe you could keep the progress disruption by the lack of DEA, I think that is pretty ok.
Use the addcredits and fastbuild commands to quickly restore the Genelabs once the mod is updated. If this is not done, a null exception will be thrown on game load. Sorry for the inconvenience!Wouldn't it be quicker to use the following?
addindustry boggled_genelab
QuoteUse the addcredits and fastbuild commands to quickly restore the Genelabs once the mod is updated. If this is not done, a null exception will be thrown on game load. Sorry for the inconvenience!Wouldn't it be quicker to use the following?Codeaddindustry boggled_genelab
For some reason I still can't load after removing the gene lab
with the gene lab around the load will instantly give an error
but after deconstructing them the loading bar starts but it gives me this error upon load for some reason, so something has changed
am I doing something wrong or is did some AI colony build oneSpoiler111709 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Error loading
111710 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager -
---- Debugging information ----
cause-exception : com.thoughtworks.xstream.converters.reflection.ObjectAccessException
cause-message : Cannot set field
class : data.campaign.econ.industries.Boggled_Genelab
required-type : data.campaign.econ.industries.Boggled_Genelab
converter-type : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number : 880158
class[1] : com.fs.starfarer.api.campaign.econ.MonthlyReport$FDNode
class[2] : java.util.LinkedHashMap
converter-type[1] : com.thoughtworks.xstream.converters.collections.MapConverter
class[3] : com.fs.starfarer.api.campaign.econ.MonthlyReport
class[4] : com.fs.starfarer.api.impl.campaign.shared.SharedData
class[5] : java.util.HashMap
class[6] : com.fs.starfarer.campaign.ModAndPluginData
class[7] : com.fs.starfarer.campaign.CampaignEngine
converter-type[2] : com.fs.starfarer.campaign.save.I
version : not available
-------------------------------
com.thoughtworks.xstream.converters.ConversionException:
---- Debugging information ----
cause-exception : com.thoughtworks.xstream.converters.reflection.ObjectAccessException
cause-message : Cannot set field
class : data.campaign.econ.industries.Boggled_Genelab
required-type : data.campaign.econ.industries.Boggled_Genelab
converter-type : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number : 880158
class[1] : com.fs.starfarer.api.campaign.econ.MonthlyReport$FDNode
class[2] : java.util.LinkedHashMap
converter-type[1] : com.thoughtworks.xstream.converters.collections.MapConverter
class[3] : com.fs.starfarer.api.campaign.econ.MonthlyReport
class[4] : com.fs.starfarer.api.impl.campaign.shared.SharedData
class[5] : java.util.HashMap
class[6] : com.fs.starfarer.campaign.ModAndPluginData
class[7] : com.fs.starfarer.campaign.CampaignEngine
converter-type[2] : com.fs.starfarer.campaign.save.I
version : not available
-------------------------------[close]
just in case its an isolated issue with my save, is there a command to insta finish the terraforming?, I don't want to start a new save yet
Nope, this was in 7.0.0. also funny how it was supposed to be backward incompatible yet I'm still running 7.0.0 on my 6.0.0 save file, pretty interesting. I could throw you my save if you find it fascinating somehow.
Are you on patch 7.0.1? This is caused by a bug and I think I fixed it!
Nope, this was in 7.0.0. also funny how it was supposed to be backward incompatible yet I'm still running 7.0.0 on my 6.0.0 save file, pretty interesting. I could throw you my save if you find it fascinating somehow.
Are you on patch 7.0.1? This is caused by a bug and I think I fixed it!
On another note, have you considered adding synergy between your stations and planets? For example, something like a space elevator to give a bonus to the planet based on the number of astropolises orbiting it, upkeeped by your Artifacts.
On another note, have you considered adding synergy between your stations and planets? For example, something like a space elevator to give a bonus to the planet based on the number of astropolises orbiting it, upkeeped by your Artifacts.
Here's an idea on that:
1) Give Astropoli an innate Accessibility bonus.
2) Make it so that having a Space Elevator requires an Astropolis station (at least one) as an anchor.
3) Once built, the Accessibility of the planet becomes equal to that of the Astropolis if the latter is a higher score.
Example: Astropolis has an Accessibility of 150. The planet has an Accessibility of 80. Planet builds a Space Elevator, now has an Accessibility of 150.
A second idea on that: If there is a Space Elevator and the planet produces a resource that the Astropolis needs, then that resource is automatically delivered each month without the need of trade fleets.
Example: Planet mines Organics, Astropolis has Light Industry. Space Elevator delivers the Organics automatically. Pirates and other trade interruptions would have no effect on this.
A third idea on that: A Space Elevator would allow both the Astropolis and the planet to combine their ground defense scores so long as least one (regular defense) station was still operational. In other words, the only way to cut off the ferrying off defense forces from one to the other would be to knock out both the Astropolis defense station and the planetary defense first. If there is more than one Astropolis they do not stack; just use whichever one is highest.
Example: Kadur tries to invade a planet with a ground defense of 100. The planet has an Astropolis in orbit with a ground defense of 250. So long as either defense station is operational both of them will have an effective ground defense of 350, as ferrying troops and supplies can be done quickly and easily between the two. This would make a wonderful counter to the "Domed Cities" malus - when invaders come, orbital drop troops launch into battle to save the day.
I also have the menu bug. Even while playing with just this mod it happens (the terraforming options don't show up when you open the colony menu...but the buildings still work).
Good day. Sorry for using google translate.
Hi, is there a way to make a light version of the mod? Buildings AI Battlestation, Domain-tech Comm Relays, Nav Buoys and Sensor Arrays, Inactive Gates are good in themselves and it would be amazing to be able to use them in conjunction with another mod for terraforming. For a change, I would like to try these buildings in conjunction with the DIY Planets mod - Terraforming and more.
After the resources of the gaseous planet are changed, the resources of the siphon station will not change. Is this a bug?
Hello! I just built Kletka Simulator and it's not producing cores. I have plently Domain artifacts, i also installed Alpha Core into Kletka and improved it with story points. Right now i should have: 35% to get Allpha core, 25% for Beta and Gamma and 15% to get nothing. Yet i never even had a gamma. What might be a reason?
Hello! I just built Kletka Simulator and it's not producing cores. I have plently Domain artifacts, i also installed Alpha Core into Kletka and improved it with story points. Right now i should have: 35% to get Allpha core, 25% for Beta and Gamma and 15% to get nothing. Yet i never even had a gamma. What might be a reason?
Are you looking at the cargo gathering point where the cores are delivered? Have you checked the cargo report at the end of the month to see if anything is there?
How do I use Asteroid Processing facility?
I have a system with two colonies on desert planets and a Siphoning station near a gas giant. I've built Asteroid Processing structure on this Siphoning station but I don't see any effects.
No special conditions on desert planets appeared, manage menu for Asteroid Processing structure only has "Shutdown option" and nothing new appeared in available structure list on desert planets.
It supplies water for terraforming. If you try to terraform the desert planets with the genelab, you'll now be able to do so.
It supplies water for terraforming. If you try to terraform the desert planets with the genelab, you'll now be able to do so.
Oh, I see. And to start terraforming do I also need EUTEC item for genelab or it's possible without it? What exactly will happen as a result of terraforming? In-game tooltips and guide in op post not really elaborate on those things :(
The Stellar Reflector Array and Ismara's Sling have no improvement or AI core bonuses right now. If anyone can think of interesting bonuses (beyond upkeep reduction or increased terraforming speed), please make a suggestion!
QuoteThe Stellar Reflector Array and Ismara's Sling have no improvement or AI core bonuses right now. If anyone can think of interesting bonuses (beyond upkeep reduction or increased terraforming speed), please make a suggestion!
Improving planetary defense, perhaps? Think about it, if the reflector array is basically a big space mirror, what happens if you focus all that light onto a much smaller point as opposed to a diffuse scattering over a large portion of the planet? ;)
Handwave concerns with some stuff about needing the massive processing power of an AI core to do it in a way that won't damage the reflector or cause collateral damage to structures and defenders on the ground, if it needs handwaving.
Likewise for Ismara's Sling - having to navigate around/avoid incoming projectiles on approach would make invasions harder. That, or perhaps it could increase the resource output of any Mining/Void Extraction Industries in the same system if that's plausible.
Realistically, Ismara's Sling should give an accessibility bonus.
Mass drivers and launch loops are often mentioned alongside space elevators and skyhooks as means of cheaply going to space, so having them and using them solely for the purpose of transporting water-ice seems silly.
Improving planetary defense, perhaps? Think about it, if the reflector array is basically a big space mirror, what happens if you focus all that light onto a much smaller point as opposed to a diffuse scattering over a large portion of the planet? ;)
Handwave concerns with some stuff about needing the massive processing power of an AI core to do it in a way that won't damage the reflector or cause collateral damage to structures and defenders on the ground, if it needs handwaving.
Likewise for Ismara's Sling - having to navigate around/avoid incoming projectiles on approach would make invasions harder. That, or perhaps it could increase the resource output of any Mining/Void Extraction Industries in the same system if that's plausible.
The "sun gun" concept is interesting and has a real life basis. I'll probably implement that in a future patch.
I think it would work from a coding standpoint to have the sling boost production in-system, but I'm not sure how that would make sense from a lore/realism standpoint.
Improving planetary defense, perhaps? Think about it, if the reflector array is basically a big space mirror, what happens if you focus all that light onto a much smaller point as opposed to a diffuse scattering over a large portion of the planet? ;)
Handwave concerns with some stuff about needing the massive processing power of an AI core to do it in a way that won't damage the reflector or cause collateral damage to structures and defenders on the ground, if it needs handwaving.
Likewise for Ismara's Sling - having to navigate around/avoid incoming projectiles on approach would make invasions harder. That, or perhaps it could increase the resource output of any Mining/Void Extraction Industries in the same system if that's plausible.
The "sun gun" concept is interesting and has a real life basis. I'll probably implement that in a future patch.
I think it would work from a coding standpoint to have the sling boost production in-system, but I'm not sure how that would make sense from a lore/realism standpoint.
I'm not exactly sure how to justify using an AI core to unlock that particular perk, but it doesn't seem that strange to me that you could fling a few different asteroids to different destinations now and then.
Improving planetary defense, perhaps? Think about it, if the reflector array is basically a big space mirror, what happens if you focus all that light onto a much smaller point as opposed to a diffuse scattering over a large portion of the planet? ;)
Handwave concerns with some stuff about needing the massive processing power of an AI core to do it in a way that won't damage the reflector or cause collateral damage to structures and defenders on the ground, if it needs handwaving.
Likewise for Ismara's Sling - having to navigate around/avoid incoming projectiles on approach would make invasions harder. That, or perhaps it could increase the resource output of any Mining/Void Extraction Industries in the same system if that's plausible.
The "sun gun" concept is interesting and has a real life basis. I'll probably implement that in a future patch.
I think it would work from a coding standpoint to have the sling boost production in-system, but I'm not sure how that would make sense from a lore/realism standpoint.
Normally the Sling launches ice asteroids, but why couldn't it launch other mineral-rich asteroids during downtime? Sometimes it can be cheaper to repurpose hardware so that it does something else when it's not needed for its primary purpose rather than shut it down and reboot it when it's needed again.
I'm not exactly sure how to justify using an AI core to unlock that particular perk, but it doesn't seem that strange to me that you could fling a few different asteroids to different destinations now and then.
Accessibility bonus might be neat and makes sense, but I can't see it being more than 10-15% or else it'll basically be a mandatory thing unless it takes an Industry slot.
Improving planetary defense, perhaps? Think about it, if the reflector array is basically a big space mirror, what happens if you focus all that light onto a much smaller point as opposed to a diffuse scattering over a large portion of the planet? ;)
Handwave concerns with some stuff about needing the massive processing power of an AI core to do it in a way that won't damage the reflector or cause collateral damage to structures and defenders on the ground, if it needs handwaving.
Likewise for Ismara's Sling - having to navigate around/avoid incoming projectiles on approach would make invasions harder. That, or perhaps it could increase the resource output of any Mining/Void Extraction Industries in the same system if that's plausible.
The "sun gun" concept is interesting and has a real life basis. I'll probably implement that in a future patch.
I think it would work from a coding standpoint to have the sling boost production in-system, but I'm not sure how that would make sense from a lore/realism standpoint.
I'm not exactly sure how to justify using an AI core to unlock that particular perk, but it doesn't seem that strange to me that you could fling a few different asteroids to different destinations now and then.
It says that Slingshot "was designed by copying ... remaining mass drivers ... built ... before Collapse". I think this can be stretched into "we made a perfect copy because we don't exactly know why it was designed as it was designed and as a consequence we only know how to operate it in one specific mode (i.e. terraforming by slinging ice asteroids)".
Added AI Core can reverse engineer the design and learn how to operate it in other mode, i.e. to sling other types of things into other types of targets.
Lore-wise Beta (or even Gamma) AI is sufficient enough to allow to sling different types of asteroids (ice and ore asteroids are similar enough so you just have to make minor adjustments to operating parameters of a Sling to sling ore instead of ice)
While Alpha, with its unique creativity aspect, can also allow to sling asteroids (or something else) to different types of targets (so not originally intended operating mode of a Sling, hence creativity aspect). Like for example slinging dense packets of metal slugs into incoming ships.
Conclusion:
* No cores: ice asteroids payload to desert planets => terraforming
* Beta core: also ore asteroids payload to any planet => terraforming + mining (on Sling market) / refining effectiveness (whole system)
* Alpha core: also metal slugs to any target => all of the above + defence boost if flat heavy machinery and metals demand is met.
These mass drivers were designed solely with terraforming in mind and were subject to strict pre-Collapse laws meant to limit misapplications such as weaponization and smuggling. A hardcoded failsafe in their exclusive software precludes their construction on planets without an abundance of water-ice.We now have items with similar restrictions, so the existence of structures just as picky would make sense, if you ask me.
I am getting a ctd that says
JSONObject["boggledHarmonicDamperEnabled"] not found
Any idea?
Here is a suggestion, why not add in an item that can be found while salvaging that when installed inside a domed cities building, counters the effects of high or low gravity.
Call it a MacroGravity generator or something along those lines, that projects a localized field around the domed city that either raises or lowers the gravity within to earth normal. The generator can only be projected around a relatively small area and as such cannot be used to effect the entire planets gravity (I don't know how the code works, but this would be a great excuse as to why the generator does not remove the accessibility bonus/malus from gravity effects, as the planets gravity itself is not changed, it just makes it more habitable)
The gravity field also needs positive and negative surfaces, the domes floor and ceiling respectively, to operate properly. That way you can explain why it cannot be installed within the infrastructure building and instead must be used within the domed city.
This way you can have the harmonic damper building only effect tectonics and allow a more esoteric and hard to find item counteract gravity in a more believable way.
I don't know it this is possible to code in or not so don't get too mad if I am asking the impossible lol. Also I don't know how you would use this on a world with both high/low gravity and tectonics ... as you cannot build domed cities on such a world this basically locks you out of removing the high/low gravity with the item.
I think this is a pretty good idea! I'll consider implementing it for the next patch. My only reservation is diluting loot drops by adding too many niche or terraforming-specific special items, but I'll see if I can find a way around that.
I think this is a pretty good idea! I'll consider implementing it for the next patch. My only reservation is diluting loot drops by adding too many niche or terraforming-specific special items, but I'll see if I can find a way around that.
Allow its installation in defensive structures as well, for an increase to defensive strength, instant less-niche/terraforming-specificness. Localized gravity manipulation is a very potent tool even if it can't be ramped up to the point of being outright lethal, especially if it's capable of fluctuating unpredictably.
What's that, you wanted to throw a grenade? Too bad, it weighs three times as much due to subjective gravity and lands way too short of the target. Have fun flying that dropship when subjective gravity is rubberbanding between 0.25 and 2g. And so on.
That or it could probably improve the output/reduce the resource requirements of almost any facility.
...right, I should have figured there would be some kind of issue like that.
Perhaps a low-maintenance structure that basically serves as a hub that does nothing particular itself, but you can install special items into it which then hook into and improve existing buildings/industries indirectly? Some kind of "Engineering Bureau" where teams of specialists try to find unconventional or unintended uses for technology that might otherwise be useless.
Bit of a messy workaround but it would be a bit more flexible perhaps.
Hello,Cycle between your toolbars, then right click to add / replace / remove abilities.
I have a question about the terraforming menu on the toolbar. is it gone or is it changed to something else? I remember from the previous version, there was a menu on the toolbar and now I don't see it.
Thanks for making this mod
Hello,Cycle between your toolbars, then right click to add / replace / remove abilities.
I have a question about the terraforming menu on the toolbar. is it gone or is it changed to something else? I remember from the previous version, there was a menu on the toolbar and now I don't see it.
Thanks for making this mod
Thank you for the mod, it adds a lot to the game and helps curb some of RNG frustration that can happen with Starsector from time to time.
Not sure if this is a bug, but I noticed that player made stations with Commerce do not charge a tariff on the Independent market.
Thank you for the mod, it adds a lot to the game and helps curb some of RNG frustration that can happen with Starsector from time to time.
Not sure if this is a bug, but I noticed that player made stations with Commerce do not charge a tariff on the Independent market.
I don't think this mod would cause that behavior. Are you running any other mods which interact with colonies and/or the economy?
Hello
With 0.95 adding some new special items that are picky with their installation requirements, have you thought of allowing Terraforming structures too negatively impact planets? IE removal of an atmosphere, so u can install the refining catalyst and such, etc?
Quote from: boggledThank you for the mod, it adds a lot to the game and helps curb some of RNG frustration that can happen with Starsector from time to time.
Not sure if this is a bug, but I noticed that player made stations with Commerce do not charge a tariff on the Independent market.
I don't think this mod would cause that behavior. Are you running any other mods which interact with colonies and/or the economy?
Not that I know of or see in the mods section.
Only other mods I have are not econ related and, other than Unknown Skies, are either libraries or minor quality of life changes ( notifications, combat speedup, and the like).
Hmm, I hadn't really considered that. I'm not sure many players would want to use those buildings though. Do you have any ideas for structures that could remove positive conditions?PS: Stellar reflector arrays to increase or decrease temperature instead of balancing it?
After trying the station construction mechanics i had a thought, would it be possible the expand the "colonize abandoned station" to derelict stations? IE, research stations, orbital habitats and mining stations you can find in the procedurally generated sections of the sector instead of just the abandoned stations in the core. Each of them could have their own unique bonuses beyond just being orbital habitats or mining stations, IE extensive/vast ruins in research stations for tech mining, reclaimed mining stations could have abundant ore instead of moderate, although i'm not sure what reclaimed orbital habitats could have. I think this would be ballanced because the chances of finding a derelict station inside of a system you would actually want to colonize are probably slim.Hmm, I hadn't really considered that. I'm not sure many players would want to use those buildings though. Do you have any ideas for structures that could remove positive conditions?PS: Stellar reflector arrays to increase or decrease temperature instead of balancing it?
Just chiming in here to say thanks for this brilliant addon. I played back when Ironclads addon was in its prime and decided to lurk until Starsector was "ripe" again, once I saw that my fav factions were usable and TASC had a copycat mod I knew the time was Ooorite.
Hello,Cycle between your toolbars, then right click to add / replace / remove abilities.
I have a question about the terraforming menu on the toolbar. is it gone or is it changed to something else? I remember from the previous version, there was a menu on the toolbar and now I don't see it.
Thanks for making this mod
The terraforming menu has actually been removed in the latest version of the mod. There's an option in the settings file to re-enable it (but it's on the colony interaction screen now).
Thanks!
Quick question regarding the Genelab, apologies if it's been answered somewhere before in 85 pages. Will it remove more "mild" negative modifiers like inimical biosphere? Or will domed cities always be a requirement for planets with that effect even if it's terraformed into a paradise world?
Also I assume since the terraforming says "permanent" once a planet has reached paradise status it'd be safe to remove the Genelab from the planet? How long does it take generally to actually terraform?
by the way can we terraform cryovolcanic or artificial worlds via old-fashioned terraforming? I'll be very glad to see these options available.
what if you could colonize cryosleepers ?
and it starts off with size 10 population but it could have recent unrest and "inefficient life support systems" because it was never meant to be a colony station but you can change that of course with enough money, and it would not provide the benefits to other nearby colonies
and it could be VERY expensive to colonize it
Being able to tug the cryosleeper somewhere else with some structure would be a better idea. And cryosleeper also providing better benefits for colony it would orbit as result. So you could place it in orbit of your capital as an orbital station that provides population boost.
You were looking for ideas too buff the solar shades/reflectors when they get improved with a story point or an alpha core? why not, for example, have them deal with more colony conditions? like improvements on a solar shade now makes it deal with extreme weather, alpha core lets it deal with extreme heat and cold, etc.
Hey Boggled, loving the 0.95 changes way more immersive and interesting
For the possible AI bonuses to the slings and the arrays I thought of something a bit weird but it'd be interesting
So arrays, could give a defense bonus on an alpha, lore wise you need the alpha's smarts to get the mirrors just right and melt through ships without damaging the array
For the slings and asteroids, they could give an accessibility bonus, you're already flinging asteroids and ice on very precise routes using magnets, why not also use them to move people around on special capsules
I can't seem to get the control panel working on the latest release. It does not show up on my ability bar. Does changing the "boggledTerraformingContentEnabled" to true still work? Because I've always had it on true and it still does not show up. I've tried loading it alone and starting a new game and nothing, it still didn't show up. Did something change, or am I just missing something? Or is there something wrong?It's now on colony interaction menu instead of ability bar I think, did you check that?
Colony interaction as in you go into a colony and a list of options show up? Ei. Comms directory, take a shuttle to the dockside bar? If yes, then no I don't see any special option or any terraforming option. The "Special Functions" is part of Nexerelin .I can't seem to get the control panel working on the latest release. It does not show up on my ability bar. Does changing the "boggledTerraformingContentEnabled" to true still work? Because I've always had it on true and it still does not show up. I've tried loading it alone and starting a new game and nothing, it still didn't show up. Did something change, or am I just missing something? Or is there something wrong?It's now on colony interaction menu instead of ability bar I think, did you check that?
Is it this that I have to change to true?I think you might need to build the project and install a EUTECK then. Sry I didn't try the new release yet and can't give a clear shot.
"boggledEnableAllTerraformingProjects":false
Colony interaction as in you go into a colony and a list of options show up? Ei. Comms directory, take a shuttle to the dockside bar? If yes, then no I don't see any special option or any terraforming option. The "Special Functions" is part of Nexerelin .I can't seem to get the control panel working on the latest release. It does not show up on my ability bar. Does changing the "boggledTerraformingContentEnabled" to true still work? Because I've always had it on true and it still does not show up. I've tried loading it alone and starting a new game and nothing, it still didn't show up. Did something change, or am I just missing something? Or is there something wrong?It's now on colony interaction menu instead of ability bar I think, did you check that?
Is it this that I have to change to true?
"boggledEnableAllTerraformingProjects":false
I feel like CHAMELEON is kinda.... underwhelming. I wish it would be more expensive to build, BUT also work system wide. Having it work only on one world feels kinda strange for a supercomputer with an alpha level AI core.
Colony interaction as in you go into a colony and a list of options show up? Ei. Comms directory, take a shuttle to the dockside bar? If yes, then no I don't see any special option or any terraforming option. The "Special Functions" is part of Nexerelin .I can't seem to get the control panel working on the latest release. It does not show up on my ability bar. Does changing the "boggledTerraformingContentEnabled" to true still work? Because I've always had it on true and it still does not show up. I've tried loading it alone and starting a new game and nothing, it still didn't show up. Did something change, or am I just missing something? Or is there something wrong?It's now on colony interaction menu instead of ability bar I think, did you check that?
Is it this that I have to change to true?
"boggledEnableAllTerraformingProjects":false
Yes, set that option to true and then interact with a colony. You should see the menu as one of the options.I feel like CHAMELEON is kinda.... underwhelming. I wish it would be more expensive to build, BUT also work system wide. Having it work only on one world feels kinda strange for a supercomputer with an alpha level AI core.
This wouldn't work from a coding standpoint - I haven't been able to find a way to correctly influence the pather interest on a colony other than the one where the structure is built.
Hey man, I'm working on a mod exactly like the Unknown skies mod have any idea how you made that compatible with this mod? Is it done on my side or as I assume from your side? Could you give some information on where your mod needs to be compatible with my planet types like one of mine is an Exotic World it is basically similar to Jungle worlds in all respects. With only a cosmetic difference.
just out of lazyness, i couldnt find any update in regards to the quest for the special conquest or how to enable/disable it. so i'm wondering if it's still a thing?
Anyways, great Mod and thanks for all the effort boggled put into it
stellar reflector could increase heat on cold world
sling could decrease heat on hot world
or, array can turn water world into terra-sling could also technically do this
.....perhaps the sling could be used to affect weather somehow? my mind seems to think that adding water or removing water could do this, perhaps at a different cost
not sure how this would be useful, except perhaps in the future it will be possible to minmax certain worlds
for example: volcanic worlds could theoretically help with refining-the heat naturally present could be used to benefit the melting down of ores
also, a volcanic world would be an absolute GOLDMINE for geothermal applications
i would personally like to see in the future a way to utilize the "negative" aspects of a planet through creative means, which could lead to some interesting minmaxing.
waterworld-bonus food production
terra-bonus growth
severe weather-ground defense bonus
im just spit balling here
What's an EUTECK? Is that a rare drop?
Would it be possible too add a compatability option for use with DIY that makes DIY industries have a little consumption of Domain Artefacts commodity? most of them already need specialized items for them too be of use, but a little domain artefacts usage too both help synergize with this mod and also for lore reasons (stuff too support the artefacts function perhaps? like infrastructure/power supply) could also help balance out the structures, and encourage getting an archeology up when using both mods.
Is it possible to download an older version, I'm still on 0.91a but missed out on getting the update that had the chameleon added, would love to be able to get rid of Pather cells.
Hello! There is bug. So if you turn on terraforming projects (projects that allow you terraform to anothers planet types) and will try to terraform your planet into jungle then planet will become paradise world. No other terraforming types do that so i think it a bug.
(https://i.imgur.com/IcUbl6i.png)
Its a really minor thing but if its possible then perhaps you should consider shortening the name of your mod in the mod menu since its almost hitting the scrollbar. I apologize if this sounds like nitpicking, that is not my intent.
Even if you use an ampersand ( & ), it'll just barely fit as-is.
You have a valid point and I've considered this before, but I decided against changing it because players are already familiar with the name, and if I shorten it to something like "Boggled's Mod" or just "Terraforming" it won't adequately describe the main features in the mod to new players who are looking at the mod index for the first time.The "_and_" part of the name can be shortened to a single character, "&".
Not too certain if it's been asked or mentioned before. I have one of the 9.5 items they added in regarding volatiles collecting off of specifically a gas giant mine. That's fine and all but then it would make building an orbital siphon station seem less appealing unless I could still install said item onto it. Can I install the item I am referring to onto a siphoning station or is that something that hasn't been looked at before? It may sound nit pickie but it was a weird drop to get honestly.Siphon Stations can install the volatiles dynamo thing, likewise stations can also install the No Atmosphere items.
Not too certain if it's been asked or mentioned before. I have one of the 9.5 items they added in regarding volatiles collecting off of specifically a gas giant mine. That's fine and all but then it would make building an orbital siphon station seem less appealing unless I could still install said item onto it. Can I install the item I am referring to onto a siphoning station or is that something that hasn't been looked at before? It may sound nit pickie but it was a weird drop to get honestly.Siphon Stations can install the volatiles dynamo thing, likewise stations can also install the No Atmosphere items.
Mining Stations can also install Mantle Bores, I've noticed. Not sure if that one is intended, but they can (at least I can, pretty sure my version is out of date and I don't know if that was fixed since).
So I'm curious how Asteroid Processing works. I have a mining station with it constructed however... it doesn't seem to have any effect on the desert worlds in the system? Is there a process I'm missing? The desert worlds don't unlock any new buildings and I can't figure out how to actually begin transforming them into habitable worlds.
found an issue with the genelab, it resets the terraforming process when starsector is closed, had it at 56% then went to bed and woke up to it being 0%, is there a way to bypass this? I dont want to sit on my computer for a day waiting for it to complete
found an issue with the genelab, it resets the terraforming process when starsector is closed, had it at 56% then went to bed and woke up to it being 0%, is there a way to bypass this? I dont want to sit on my computer for a day waiting for it to complete
What version of the mod are you running? I thought I fixed this bug in a previous patch.
found an issue with the genelab, it resets the terraforming process when starsector is closed, had it at 56% then went to bed and woke up to it being 0%, is there a way to bypass this? I dont want to sit on my computer for a day waiting for it to complete
What version of the mod are you running? I thought I fixed this bug in a previous patch.
just checked, im using 7.0, should probably update, but im gonna wait until ive finished my terraforming, ive got it to 30% already and have sunk at least 300k worth of domain artifacts into it and I don't want it to go back to 0% again
I updated the mod and I get an error code relating to the genelab, I read the note in the description and removed it after I terraformed ithaca into a paradise world and before I updated the mod, not sure what has gone wrong
I updated the mod and I get an error code relating to the genelab, I read the note in the description and removed it after I terraformed ithaca into a paradise world and before I updated the mod, not sure what has gone wrong
I think the issue is that even after removing the genelabs, it remains in the monthly report until a new report is generated, so the steps are:
1. Using the old mod version, remove the genelabs.
2. Wait at least two months to ensure the genelab is no longer in the monthly reports.
3. Then update.
my game just freezes and then crashes on loading or creating a new game (the game loads after choosing skill points the loading ends then game plays 2-3 sec and then freezes) without any error message after installing terraforming and station construction mod.
the mod and the game is up to date it is a clean game with no other mods installed
no errors on starsector.log
i can play the mod in 0.91a without any problems
my game just freezes and then crashes on loading or creating a new game (the game loads after choosing skill points the loading ends then game plays 2-3 sec and then freezes) without any error message after installing terraforming and station construction mod.
the mod and the game is up to date it is a clean game with no other mods installed
no errors on starsector.log
i can play the mod in 0.91a without any problems
Does 0.95a work for you without any mods installed? Did you install any other mods alongside TASC, or is TASC the only mod you installed?
my game just freezes and then crashes on loading or creating a new game (the game loads after choosing skill points the loading ends then game plays 2-3 sec and then freezes) without any error message after installing terraforming and station construction mod.
the mod and the game is up to date it is a clean game with no other mods installed
no errors on starsector.log
i can play the mod in 0.91a without any problems
Does 0.95a work for you without any mods installed? Did you install any other mods alongside TASC, or is TASC the only mod you installed?
0.95a works without any problems. TASC is the only mod currently installed.
also tried to install other mods after deleting TASC was able to play without any problem.
my game just freezes and then crashes on loading or creating a new game (the game loads after choosing skill points the loading ends then game plays 2-3 sec and then freezes) without any error message after installing terraforming and station construction mod.
the mod and the game is up to date it is a clean game with no other mods installed
no errors on starsector.log
i can play the mod in 0.91a without any problems
Does 0.95a work for you without any mods installed? Did you install any other mods alongside TASC, or is TASC the only mod you installed?
0.95a works without any problems. TASC is the only mod currently installed.
also tried to install other mods after deleting TASC was able to play without any problem.
It's weird that there's no error message or log for the crash. Did you make any changes to the vanilla files or TASC files? Try re-downloading Starsector itself and then TASC.
EDIT: Another thought - your antivirus might not like that TASC checks for updates using pastebin, and this occurs on game load at the moment you said the crash occurs. Try disabling the update check in the settings file and let me know if that fixes the problem.
my game just freezes and then crashes on loading or creating a new game (the game loads after choosing skill points the loading ends then game plays 2-3 sec and then freezes) without any error message after installing terraforming and station construction mod.
the mod and the game is up to date it is a clean game with no other mods installed
no errors on starsector.log
i can play the mod in 0.91a without any problems
Does 0.95a work for you without any mods installed? Did you install any other mods alongside TASC, or is TASC the only mod you installed?
0.95a works without any problems. TASC is the only mod currently installed.
also tried to install other mods after deleting TASC was able to play without any problem.
It's weird that there's no error message or log for the crash. Did you make any changes to the vanilla files or TASC files? Try re-downloading Starsector itself and then TASC.
EDIT: Another thought - your antivirus might not like that TASC checks for updates using pastebin, and this occurs on game load at the moment you said the crash occurs. Try disabling the update check in the settings file and let me know if that fixes the problem.
disabling the update check fixed the problem thanks a lot.
pastebin is banned in my country for some *** reason that is probably why game was crashing.
Would it be possible for you to add the gate building option as a separate toggle? Really like being able to build them but I personally don't use the stable domain structures. Also I think it would be nice from a lore perspective if the gates we make are makeshift in name, look, and description. Lastly building them should unlock after you finish the quest line, perhaps with some exposition somewhere somehow to give at least a thin explanation why the player can create janky mini gates.
3419207 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Industry [BOGGLED_STELLAR_REFLECTOR_ARZAY] not found
java.lang.RuntimeException: Industry [BOGGLED_STELLAR_REFLECTOR_ARZAY] not found
at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
at data.campaign.econ.conditions.Boggled_Solar_Array_Overwrite.advance(Boggled_Solar_Array_Overwrite.java:33)
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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Crash report from Wrachilles (Butts#1936) on Discord: https://imgur.com/JlWB8gsCode3419207 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Industry [BOGGLED_STELLAR_REFLECTOR_ARZAY] not found
java.lang.RuntimeException: Industry [BOGGLED_STELLAR_REFLECTOR_ARZAY] not found
at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
at data.campaign.econ.conditions.Boggled_Solar_Array_Overwrite.advance(Boggled_Solar_Array_Overwrite.java:33)
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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Crash report from Wrachilles (Butts#1936) on Discord: https://imgur.com/JlWB8gsCode3419207 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Industry [BOGGLED_STELLAR_REFLECTOR_ARZAY] not found
java.lang.RuntimeException: Industry [BOGGLED_STELLAR_REFLECTOR_ARZAY] not found
at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
at data.campaign.econ.conditions.Boggled_Solar_Array_Overwrite.advance(Boggled_Solar_Array_Overwrite.java:33)
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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Looks like there's a misspelling in the mod files somewhere, probably in the industries.csv file. It appears to be the result of user edits, since this is the first time I've seen this error. Tell the individual to delete all the mod files, including any that they manually edited, and re-download the mod. That should fix it. Thanks for your help!
Poster from discord here, I didn't edit anything from the mod, but I'll reinstall it as instructed. First time the crash ever came up, and it hasn't come up since. I figured it was a mispelling though.
What about expanding settings for Atmosphere Processor? So you could only allow it to thinner or cleance the atmosphere but not create or thicken one for example.
Poster from discord here, I didn't edit anything from the mod, but I'll reinstall it as instructed. First time the crash ever came up, and it hasn't come up since. I figured it was a mispelling though.
Are you mayhaps the Twitch streamer that goes by the same name as the one on this very Forum? If so, hello again! Welcome to the club. Long Burns, Starfarer :)
Quick question, I cant find the terraforming control panel in the ability bar. Am I stupid and was it removed/replaced or is it a glitch? Looked for answers but couldn't find any.I have the exact same issue
Quick question, when the planet has a Hot condition and you have an orbital reflector arrray condition and a stellar reflector array building in the colony, its the Hot condition supposed to be entirely negated?The penalty is negated, but the condition isn't.
When i install Kletka simulators, it says i am getting the hot penalty...and i cant install a supercomputer at all.
I believe its figuring the hazard rating correctly however.
thank you!
GS
Quick question, I cant find the terraforming control panel in the ability bar. Am I stupid and was it removed/replaced or is it a glitch? Looked for answers but couldn't find any.I have the exact same issue
Is tehre a way to disable the need to even get this damn thing?
Can the AI Battlestation spawn AI drone fleets? if not, could you make it possible in theory?
Where can I find a legacy version of this mod? I'm looking for the latest 0.91a version, I suspect 5.4.6
Thanks a bunchWhere can I find a legacy version of this mod? I'm looking for the latest 0.91a version, I suspect 5.4.6
https://github.com/boggled-starsector/boggled_modpack/tree/master/Old/Terraforming%20and%20Station%20Construction
Here's the latest version for 0.91a.
Can the AI Battlestation spawn AI drone fleets? if not, could you make it possible in theory?
It doesn't spawn drone fleets. I've considered this in the past but decided not to implement it due to balance and performance concerns.
Can the AI Battlestation spawn AI drone fleets? if not, could you make it possible in theory?
It doesn't spawn drone fleets. I've considered this in the past but decided not to implement it due to balance and performance concerns.
This is such a modular mod, you could possibly done it and left it disabled by default toggled by the player if the player wanted this extended feature, I'd say give it a try.
Can the AI Battlestation spawn AI drone fleets? if not, could you make it possible in theory?
It doesn't spawn drone fleets. I've considered this in the past but decided not to implement it due to balance and performance concerns.
This is such a modular mod, you could possibly done it and left it disabled by default toggled by the player if the player wanted this extended feature, I'd say give it a try.
It depends on how much development time it would take to implement. It's not worth the effort if it would be a non-default feature that causes balance and performance problems if enabled. I'll look into it though - if it's simple to implement, I'll do it.
How does one construct a Hydroponics?
Hey my kletka simulators are not producing any AI cores? it has been more than 10 months. Is there a requirement for it? It has Alpha core installed in it.
https://prnt.sc/1579yk4
Hihi, love the mod! Especially the station building, my system looks awesome now. By the way, have you see The Expanse? (Either way, in the show, there's that one colony on Ganymede where they have domed greenhouses and produces food for the solar system and is basically a breadbasket of vegetables and stuffs, they also use giant mirrors to reflect sunlight better. I was thinking if Domed Greenhouses could be an industry and it produces food on planets that arent habitable, like barren planets, maybe not the same level as actual farming industry on a planet with moderate farmable land. But, then we can have stellar relays still give that plus to food production. Anyways, that was my suggestion. Great mod!
Are you checking the monthly reports to see what items you're receiving and where they're being delivered?
Absolutely love the mod, but found that many Astropoli from the base game are considered too damaged to repair. I've looked in the mod's settings file, but found no way to change the status of said Astropoli to make them repairable/colonizable. Have I missed something, or is it well and truly impossible?
Groombridge is a story location, so that may be why.
i just downloaded the mod and started a new save with the Nexerelin mod but when i check my ability hotbar the terraform ability isn't there is this normal and if not is there a fix for this?
When in the settings file what part of the code do i have to edit to get the , the "old-style" terraforming system like it says in the features of the mod
so i have colonised 2 planets so far , 1 which produces artifacts and the other i wish to terrraform , i have the genelab installed but how do i get or build the E.U.T.E.C.K
so i have colonised 2 planets so far , 1 which produces artifacts and the other i wish to terrraform , i have the genelab installed but how do i get or build the E.U.T.E.C.K
The E.U.T.E.C.K. is an installable item that can be salvaged during exploration, similar to nanoforges, synchotron cores, etc.
If you don't want to spend time finding one, just use the console command addspecial boggled_euteck.
so i have colonised 2 planets so far , 1 which produces artifacts and the other i wish to terrraform , i have the genelab installed but how do i get or build the E.U.T.E.C.K
The E.U.T.E.C.K. is an installable item that can be salvaged during exploration, similar to nanoforges, synchotron cores, etc.
If you don't want to spend time finding one, just use the console command addspecial boggled_euteck.
for what's it worth, in my current playthrough i've surveyed roughly 1 third of the sector and i have no no EUTECK, and only ~4 vanilla special items. This seems WAY too rare.
for what's it worth, in my current playthrough i've surveyed roughly 1 third of the sector and i have no no EUTECK, and only ~4 vanilla special items. This seems WAY too rare.
RNG's just mean sometimes. In my current main run I have like half a dozen corrupt nanoforges, four orbital lamps, and piles of other nigh-useless stuff (it's difficult to use the farming nanites, given their restrictions on minerals) but I've only ever seen one EUTECK. I will say I haven't explored anywhere near all of the sector, or maybe even half of it. Lots of places I haven't turned upside down, though I have raided a lot of orange/red beacon systems.
Might be nice to have some kind of charge system or have only certain modification events consume a EUTECK entirely. ???
Might be nice to have some kind of charge system or have only certain modification events consume a EUTECK entirely.You can toggle the consumption off entirely.
Is there a way to add special buildings to planets to fully terraform them like Kadur? Was kind of disappointed that even after terraforming both atmosphere and the planet, I cannot remove the other two special hazard flags on the planet.Spoiler(https://i.ibb.co/JHb20rM/image.png)[close]
Is there a way to add special buildings to planets to fully terraform them like Kadur? Was kind of disappointed that even after terraforming both atmosphere and the planet, I cannot remove the other two special hazard flags on the planet.Spoiler(https://i.ibb.co/JHb20rM/image.png)[close]
What mod are those hazards from? I can look into adding support for removing them if it makes sense from a lore standpoint.
There's a setting to disable EUTECK consumption. If you're using the "enable all projects" setting, disabling consumption probably makes sense.
There's a setting to disable EUTECK consumption. If you're using the "enable all projects" setting, disabling consumption probably makes sense.
Yeah, that's what I've been using since I only found the one of them. I'm just wondering if it might be possible to strike a middle ground. A single infinitely-reusable EUTECK feels broken as heck, but at the same time only ever getting one of them due to RNG is a pain, y'know?
There's a setting to disable EUTECK consumption. If you're using the "enable all projects" setting, disabling consumption probably makes sense.
Yeah, that's what I've been using since I only found the one of them. I'm just wondering if it might be possible to strike a middle ground. A single infinitely-reusable EUTECK feels broken as heck, but at the same time only ever getting one of them due to RNG is a pain, y'know?
Maybe an upgrade to the Genelab that turns it into an industry that produces EUTECKs once every x amount of cycles? And implementing different kinds of AI cores would have different effects? Just an idea.
Hello, I've tried every building (I think) in attempt to remove or counter Irradiated modifier but nothing worked. Finally, I used EUTECK to transform planet to Paradise, still, the modifier isn't removed. Please advise.
https://i.imgur.com/Z2qb2LJ.png
Are there any terraforming projects that can remove the "High gravity" modifier?Remove? No. But there's a building that can mitigate it, if said building is enabled.
Are there any terraforming projects that can remove the "High gravity" modifier?Remove? No. But there's a building that can mitigate it, if said building is enabled.
Thanks for the tip, I will try that.
Regarding radiation, I was under the impression that protection from radiation was a plausible terraforming action.
https://phys.org/news/2017-03-nasa-magnetic-shield-mars-atmosphere.html
Another question: I remember that transforming a world into Tundra added some level of organics in previous version. I was quite disappointed this did not happen in my game. Is there a way for me to restore this functionality?
I apologize if this is a bug/feature that has already been discovered, but it seems that the game blocks you from building reflectors on lava planets with poor light. It would be nice to be able to counter the poor light even if one can't counter the extreme heat (as it is geothermal). Is this intentional?
So, I installed the mod, but I don't see the "terraform" ability shown in the gif at all, but I do see the station build abilities and the structures like Genelab. What could be happening?The default form of the mod doesn't do that ability anymore. You have various tools to negate hazards and on a habitable planet you can do a limited terraform using a rare drop called the EUTECK. There are settings files that can enable more invasive methods but if you just install it this is what you get.
hi there!
just wanted to ask what happened to the skyhook industry as I quite liked its effect on my colony by making it high gravity useful trait rather than a bad thing
Is it an intended effect that building the earthquake mitigating building still doesn't allow me to apply that item to spaceports due to tectonic activity?
I've built an Ismara's Sling on a cryovolcanic world, and am trying to use it on a desert world in the same system, I don't see any options to tell it to shoot out some ice to that planet, so I'm confused as to how it works. Could anyone explain to me what I'm doing wrong?When you install an EUTECK in a Gene Lab on the desert planet it can only start terraforming once you have that Sling somewhere (or an asteroid processing facility on a station). You never actually see it fling anything around.
Hey folks.
I am having issue finding the UI to build a station or to rebuild a station, can somebody help? Any station.
I can build the EUTECK buildings, the Park, etc. But I am having trouble finding where to build station.
In my system, I have a Gas Giant uncolonized that I wanted to mine from. I have a terran planet colony in that system as well.
I also have some Asteroids that are single pieces (no belt). How do I find the UI for this? Is this disabled on default?
I did not choose any settings, just fresh install.
Thanks
What about special item for plasma shield/domed cities that would actually give them some protection with small plasma projectors? Ground Defenses/Heavy Batteries would be useless still - with no civilian targets nearby, they could be located and bombed with impunity.
can this be safely added to a run?
I'm trying to terraform a world with the EUTECK and the Genelab improvement isn't drawing Domain-era artifacts from storage during shortages, it's set to do so and there are many available, and its's only 1 unit short.
I'm trying to terraform a world with the EUTECK and the Genelab improvement isn't drawing Domain-era artifacts from storage during shortages, it's set to do so and there are many available, and its's only 1 unit short.
Can you post a couple screenshots of the situation? Is it possible you have the DAE in the player storage rather than the colony storage?
I would argue that at least making defense non-zero would be nice. With plasma shield being your only source of defense rating, no colony size one, no ground defenses. As you only got plasma projectors and limited forces hiding behind them.What about special item for plasma shield/domed cities that would actually give them some protection with small plasma projectors? Ground Defenses/Heavy Batteries would be useless still - with no civilian targets nearby, they could be located and bombed with impunity.
I don't want to allow players to easily counteract the ground defense malus. There should be a real tradeoff to building domed cities that the player has to consider when planning their colony.
I would argue that at least making defense non-zero would be nice. With plasma shield being your only source of defense rating, no colony size one, no ground defenses. As you only got plasma projectors and limited forces hiding behind them.What about special item for plasma shield/domed cities that would actually give them some protection with small plasma projectors? Ground Defenses/Heavy Batteries would be useless still - with no civilian targets nearby, they could be located and bombed with impunity.
I don't want to allow players to easily counteract the ground defense malus. There should be a real tradeoff to building domed cities that the player has to consider when planning their colony.
Hi boggled! Firstly, really appreciated the mod, it's great, thank you.
I'm still playing on the previous version of the game (and thus an older version of the mod), but I ran into a situation where one of my worlds is "too close" to the system's sun/star to be able to build an Astropolis station.
Do you happen to know how to configure this, or is it harder than simply changing a few things? Is it based in the code? I'm not very well-versed in that sort of thing, so I'm rather clueless haha. Just a bit annoying that I was planning on building an astropolis, only to find out that it wasn't possible because of its proximity to the sun.
Thank you!
Hi boggled! Firstly, really appreciated the mod, it's great, thank you.
I'm still playing on the previous version of the game (and thus an older version of the mod), but I ran into a situation where one of my worlds is "too close" to the system's sun/star to be able to build an Astropolis station.
Do you happen to know how to configure this, or is it harder than simply changing a few things? Is it based in the code? I'm not very well-versed in that sort of thing, so I'm rather clueless haha. Just a bit annoying that I was planning on building an astropolis, only to find out that it wasn't possible because of its proximity to the sun.
Thank you!
There's a setting in the latest version of the mod to disable the checks for location suitability (proximity to stars, etc.), but I don't think it exists in the old 0.9.1a version. I can upload the source code for the old version of the mod, but making changes won't be trivial if you're not familiar with SS modding. Sorry!
This is an extremely late suggestion for how insignificant it is, but wouldn't "Paraterraforming" be a better name than "Domed Cities?"
I feel like it fits the mod better and see no conflict between the name and the structure's function or description.
Yes, that would be a more accurate description, but I had to look up the meaning of "Paraterraforming" and I assume most other users won't know what it means either. Same with creating a planet type called Ecumenopolis - most players won't know what that refers to (unless they've played Stellaris).Well, this mod could be the Stellaris in this case and teach the meaning to the players. They would see "Paraterraforming" and perhaps become confused, but then they'd see the icon and description and quickly make the link between the word "paraterraforming" and domed, earth-like environments, adding it to their lexicon.
What about an upgrade for "Domed Cities" called "World City", where the positive effects triple, but the negative effects double and the planet becomes a hot spot for pirate and pather activities?
CHAMELEON does anger the Hegememe and baits them to force expeditions to that colony. Maybe there could be harsher events related to CHAMELEON that the player must counteract? Like AI attempting to go rogue similar to colony admin AI when you attempt to remove it from office. Tritach may also mess with you if you use alpha level AI so boldly.
Suggestion: a "Magnetic Shield" structure that would suppress the "Irradiated" condition.
Deploying magnets at L1 Lagrange points to protect planets from a star's radiation (https://upload.wikimedia.org/wikipedia/commons/thumb/3/37/Magnetic_shield_on_L1_orbit_around_Mars.png/1024px-Magnetic_shield_on_L1_orbit_around_Mars.png) is among the most popular suggested terraforming techniques. It's not high tech and definitely not Clarketech. I didn't suggest it before since I didn't see much use for it, but now that I finally got a chance to get into 0.95, I'm finding a good number of No Atmopshere worlds that would be good Refining/Fuel Production markets if they weren't Irradiated, and nothing in this mod seems to address it.
If added, I personally think it'd be relevant and realistic enough to be default, but if you're apprehensive about that, you could make it an option like the Harmonic Damper or Agrav Field.
Can you add a Domain-Era Artefacts demand for the Agrav Field, Harmonic Damper, Terraforming Platform and Atmosphere Processor? They seem like the kind of grand Domain-Era works that would need lost technology to operate. Perhaps the demand for the Agrav and Harmonic Damper can scale with population?
I know Agrav fields are apparently ubiquitous in the present-day sector, so that one definitely won't need them.
I know Agrav fields are apparently ubiquitous in the present-day sector, so that one definitely won't need them.
There's also the consideration that Agrav fields may be less effective when they have to operate in a gravity well. Whatever the lore justification for why it works or doesn't, if you decide to do it could you also add an option to add Artefact demand to structures that you don't think should have the demand by default? Perhaps for Domed Cities too? I like to make all the terraforming/environmental mitigation solutions hard to obtain (or at least seem hard to obtain), and having something more than a big price tag/upkeep helps there.
My kletka simulator isn't showing any % chance for an Alpha core in the tooltip, it only goes up to Beta. Am I missing something?Have you got an Alpha Core installed?
My kletka simulator isn't showing any % chance for an Alpha core in the tooltip, it only goes up to Beta. Am I missing something?Have you got an Alpha Core installed?
Pretty sure it already is, at least when installing cores
How do I know if terraforming is working? I've got a waterworld + sling in system with a desert world + stellar mirrors and genelab. I don't see any market conditions (besides the basic stellar mirror one), and the genelab doesn't say that it's working on anything on hover.
I appreciate any thoughts--I've been fooling around with this and reading threads for a while now with no luck.
You need to install a EUTECK in the genelab to start terraforming. If you don't want to spend time exploring to acquire one, use the console command addspecial boggled_euteck to get one instantly!
You need to install a EUTECK in the genelab to start terraforming. If you don't want to spend time exploring to acquire one, use the console command addspecial boggled_euteck to get one instantly!
Outstanding, thanks for clarifying! May I suggest making the mod guide a bit more explicit on this? The "you can even install..." bit made me think that the EUTECK was a magical shortcut a la GECK, rather than a requirement for the sling and mirrors to start terraforming. Maybe a straightforward "To terraform desert planets, you need: 1) gene lab w/ EUTECK and orbital mirrors on target planet, and 2) Ismara's Sling on another planet in the same system."
Also, the in-game description of the sling makes it sound like you can start shooting ice with just the sling--it mentions the same-system restriction, but not that the sling does nothing without the other requirements fulfilled.
Thanks again for a terrific mod--it's remarkably well-balanced and adds a fun dimension to the game!
So uhhhh I've been going pretty hard on terraforming planets in a nexerlin run and I just noticed that the stellar relfector does not affect extreme cold, is this intended?Reflectors are only for Poor Light and Hot now. For Cold and Extreme Cold you need vanilla Orbital Fusion Lamp item now.Spoiler(https://i.imgur.com/iyVcjyz.png)[close]
So, I wanted to ask how many "E.U.T.E.C.K." can one typically expect to come across in a single playthrough? Feel free to answer with your experience, even if you're not the mod author.I don't think I ever found one in any place that wasn't a Mothership, but I feel like they're almost guaranteed to drop from them. There's 2 Motherships in a standard game, so unless you're playing with Adjusted Sector, that's the amount of E.U.T.E.C.K.s I'd expect to find.
P.S. Are there additional special items like "E.U.T.E.C.K." that this mod adds that I should be aware of?
So, I wanted to ask how many "E.U.T.E.C.K." can one typically expect to come across in a single playthrough? Feel free to answer with your experience, even if you're not the mod author.
Is there a way to set the limit on the number of Mining Station allowed to be constructed equal to the number of asteroid fields present in a system, or X amount per asteroid fields (1 mining station per 2 viable asteroid fields, or vice versa)? Likewise for Siphon stations and gas giants?
I tried locking certain things behind quests that had to be completed in a previous version of the mod. That worked OK, but the new story quests in 0.95a are very lengthy and high quality, and mine weren't quite up to that standard.
I tried locking certain things behind quests that had to be completed in a previous version of the mod. That worked OK, but the new story quests in 0.95a are very lengthy and high quality, and mine weren't quite up to that standard.
That's nonsense. I would definitely ride with Odysseus yet once more. That was a great quest. I also believe that the hijacking mission for a genemodding tool for seeding lobsters anywhere was also your quest.
Doing the lengthy Academy quest for the second time though feels like an absolute chore and I have no intention to finish it. I don't deny its high quality, I do wish however that the work power required for this feat would have been poured into something else in the game.
ps. Even if I didn't like the Astral gates quest, it had the perfect ingredient for replay value. Who wouldn't wanna have a souped-up custom Conquest?
Hello, I like this mod very much. Can I translate and move this mod to China Forum fossil.org? The old version is 0.91a. I want to bring the new version 0.95a to fossil.org.
Good day. I really like the mod, I have been using it since the time when there were two more mods, although it seems to me that past iterations offered a little more opportunities (for example, building a gate).
Are there any plans to further develop the mod? For example, introduce new terraforming capabilities? Or buildings / technologies?
To give an example - every new session I equip the penylope system. Very close to the center - a great opportunity for trade + habitable space (the possibility of hiring officers, administrators, the ability to receive tasks for research, etc.). But each time in the penylope there is only one planet suitable for full terrafroming, which can be turned into a paradise with the help of EUTECK.
I would also like to terraform planets unsuitable for life - for example, in several stages - at the first add the atmosphere to the planet (melting ice or delivery of gas mixtures from gas fogs + atmospheric processors), at the second stage add water (also delivery of ice from cryoplanets or ice asteroids) , at the third stage - the fight against negative planetary properties (intense heat, tectonic activity, etc.), at the fourth (final) adding a mild climate.
Yes, I know about the possibilities of terraforming that can be enabled using the settings, but they, as it is written in the description, are a little cheating and uninteresting.
I have several suggestions to consider, maybe they will spark a discussion:
1 What about the parts of the gates in the domain ships that need to be transported to build the gates - logically, these ships should not only explore unpopulated systems, but also make a short way to it when they find an extremely useful system (this is just a guess)? Or a unique quest to acquire a gate on the black market? Or transporting a gateway to its inhabited system?
2 There is a long debate about terraforming, but the ability to transform lifeless worlds into habitable ones is a very pleasant opportunity. Here you can just fantasize ad infinitum. Melting ice, groups of drones for ice asteroids, groups of drones for asteroids with rare ore, adding atmosphere, stabilizing planetary conditions, the ability to combine certain buildings for terraforming into a certain type of planets (oceanic planets with lobsters are what this sector needs).
3 I have only one small request to avoid Domain-era Artifacts if possible. I'll explain my opinion - the sprite is beautiful and the idea, too, which adds the ability to trade these artifacts, but it also adds a limitation! For a full-fledged game, taking into account the buildings that require these artifacts, it is necessary to control several planets with ruins, and this is not very convenient. How about a building that can produce these artifacts, for example, it will require several alpha cores to build it (the logic is that only the joint work of several artificial intelligence cores will be able to provide knowledge and technologies that are superior to those existing in the sector).
Honestly I find new system better. With finding a way to reduce negative effects rather than magically turning any bad rock into a good one. Though a gradual terraforming might be interesting.
Structures with cost-benefit only run afoul of my liking because of the 12 structure limit. Otherwise it's an ideal system. Boggled, consider recommending Grand Colonies alongside this to remedy. I agree with Farya, I played in the .91a with your TASC and the current less-powerful system is more well suited to the game, but having say, Domes and Reflectors and CHAMELEON and a Gene Lab (since I've now spent all that money on getting the hazard down enough to make it worth it) and... now I have no room for the Light Industry and Commerce I wanted on the system in the first place, if I'm keeping Heavy Batteries as well as a Patrol HQ...
In the lore, Eridani-Utopia had plans to terraform Ogygia, a barren-bombarded world in the Penelope's Star system. It's definitely not magic, it would just be a long and arduous process that would require a lot of investment and tech.
You would need swarms of drones towing nitrogen and water-ice for the atmosphere and hydrosphere, massive facilities converting water or regolith into oxygen, shades and/or mirrors ready to heat or cool the planet as needed for the terraforming process, genetically engineered organisms that would set the stage for terran ecosystems, and, assuming the planet has a weak or no magnetosphere, a magnetic shield to protect it from solar wind.
Thank you for making this mod, and for spending the last 2 years supporting it! I have only used this for my last 2 playthroughs but already I am in love with it. I don't know what I'd do without Astropolis and Siphon stations and use them everywhere. Siphon stations in particular have consistently been the wealthiest and fastest-growing colonies I've been able to make with an otherwise mostly vanilla game. I wouldn't say that it's overpowered, but they certainly have a few advantages over traditional colonies which make them very strong with a number of colony items. In particular:
Synchrotron Core: stations don't count as having an atmosphere, so can be used
Nanoforge: stations don't count as habitable, so they don't have a polluting effect
Plasma Dynamo: siphon stations count as being on a gas giant, so this is super effective on siphon stations
Catalytic Core: same as Synchrotron core, stations don't have an atmosphere
The thing that makes stations so profitable is their inherent 100% hazard rating. Finding a good Uninhabitable, No-Atmosphere planet to use nanoforges and other items comes with tradeoffs depending on the hazard rating and where it is in relation to other colonies. But being able to poop out an immensely profitable station with great 100% hazard rating in any system I want makes colonizing Barren/no atmosphere worlds much less useful. I don't know if the effect is strong enough to count as unbalanced but making a Siphon station produce 3-400,000 credits a month is, if nothing else, very straightforward and not as RNG-dependent as finding a suitably low-hazard world to colonize.
I think building a station should be way more materials-intensive, especially given how profitable they are. I get that the resources required to make a station are proportional to founding a planetary colony, but the planetary colony would have tons of raw materials on the planet itself to bootstrap with whereas every kilo of material that goes into building the station has to be shipped there. 1000 metals and 250 transplutonics is chump change! I think players should either be required to provide 10x as much metals and transplutonics to build the station in the first place and/or that stations should have a constant demand for these items which grows as it grows.
On a completely unrelated note, I figured out that it's possible to build mining stations directly on top of a hyperspace entry/exit point if the hyperspace entry point has an asteroid field around it. If you have a size 6 mining station with a star fortress on top of a hyperspace entry point, every hostile fleet is basically instantly destroyed when they warp into the system. The effect only happens if you're physically present in the system, but since the star fortress is right on top of the entry point every hostile fleet is immediately forced into combat with it and any fleets around the colony. I colonized a nebula with a single hyperspace entry point and if I'm in the system it cannot be invaded or raided by anyone. Is this intentional? Because it certainly is hilarious!
Stations can definitely produce a lot of income, but by the time stations can be used to generate lots of money, the player will already be high level and very rich, and have lots of options for making money quickly. They're not something that can be exploited early on to get money easily.
Also, it's not beneficial for the player to only use stations - they still need food and Domain-era artifacts from planetary markets. Overall, I think station balance is in a good place because it makes sense to build some of them, but they're not strictly better than planetary markets and the player needs to already be rich and powerful to exploit them to the maximum extent with special items.
I wasn't previously aware of this interaction! It doesn't seem all that imbalanced since a huge Nex invasion fleet should still be able to defeat it without player intervention.
Have you tested this on a long time scale? Theoretically the player shouldn't be able to line up the station's orbit perfectly with the jump point, and over several months it should drift away.
I could prevent this from occurring by blocking construction on top of jump points, but it seems pretty realistic to build fortifications/settlements at choke points and try to leverage that.
I think building a station should be way more materials-intensive, especially given how profitable they are. I get that the resources required to make a station are proportional to founding a planetary colony, but the planetary colony would have tons of raw materials on the planet itself to bootstrap with whereas every kilo of material that goes into building the station has to be shipped there. 1000 metals and 250 transplutonics is chump change! I think players should either be required to provide 10x as much metals and transplutonics to build the station in the first place and/or that stations should have a constant demand for these items which grows as it grows.
The only downside is that it makes trying to jump out of the system extremely annoying without accidentally docking at the station instead.
I haven't actually used Cramped Quarters myself, but I assume it also applies a hazard modifier, although I haven't been able to find its definition in the mod files to confirm that and it's not mentioned in the config comments, so maybe not. Perhaps add that as an option in a future version if it isn't already there?
The only downside is that it makes trying to jump out of the system extremely annoying without accidentally docking at the station instead.
Edit: apologies for the gigantic image, I have no idea how to make it smaller
I haven't actually used Cramped Quarters myself, but I assume it also applies a hazard modifier, although I haven't been able to find its definition in the mod files to confirm that and it's not mentioned in the config comments, so maybe not. Perhaps add that as an option in a future version if it isn't already there?
Can I ask for an ETA for the update? I'll probably start a new game when it hits regardless of whether it's save-compatible or not, and it'd help knowing when to expect it.
You need to install a EUTECK in the genelab to start terraforming. If you don't want to spend time exploring to acquire one, use the console command addspecial boggled_euteck to get one instantly!
Outstanding, thanks for clarifying! May I suggest making the mod guide a bit more explicit on this? The "you can even install..." bit made me think that the EUTECK was a magical shortcut a la GECK, rather than a requirement for the sling and mirrors to start terraforming. Maybe a straightforward "To terraform desert planets, you need: 1) gene lab w/ EUTECK and orbital mirrors on target planet, and 2) Ismara's Sling on another planet in the same system."
Also, the in-game description of the sling makes it sound like you can start shooting ice with just the sling--it mentions the same-system restriction, but not that the sling does nothing without the other requirements fulfilled.
Thanks again for a terrific mod--it's remarkably well-balanced and adds a fun dimension to the game!
hey,
first off big love for this mod.
2nd how can I get to the lobster quest & can you still obtain the Conquest?
It might actually be fun to have something more interesting than a Conquest in some future version. Maybe an Atlas or Apogee as designated colony ship? It could reduce amount of machinery and supplies required for colonisation or/and carry spare parts for Domed Cities to quickly assemble them in process of colonisation.
Been using the mod for ages. I really like it. Came back from a long hiatous and downloaded the newes version of the mod.
I seem to remember there being more planet type terraforming options in the earlier versions, like terran eccentric worlds for example.
Did that get removed, or am i remembering wrong?
#Controls how long terraforming takes (in days)
"boggledTerraformingTime":400,
boggled,
is thisCodechangeable mid-save? I had already terraformed a planet to Terran, but since it's super close to the star I feel cheaty with "mild climate", and wanted to quickly change the planet to a "hot" jungle w/ solar shades. But when I modified the aforementioned value to 2 days it didn't work?#Controls how long terraforming takes (in days)
"boggledTerraformingTime":400,
It should be possible to change it mid-save. Deconstruct the Genelab and rebuild it, then try again. You can use the fastbuild and addcredits console commands to do this instantly. If that doesn't work, let me know and I'll look into fixing it for the next patch.It worked, thanks.
Does the Kletka Simulator make all AIs created from it completely loyal and unable to rebel? Because in certain percentages the alpha level AI will rebel and whatnot if placed in an admin level position. Does this remove or atleast lower this possibility from happening?
is there any way to build a Coronal Hypershunt
Did this mod use to change the planets in Penelope's Star to be easily terraformable with a lot of the infrastructure already set up?
I don't think you can terraform Ogyigia anymore since its a barren world that isn't habitable. Or am I wrong?
Did this mod use to change the planets in Penelope's Star to be easily terraformable with a lot of the infrastructure already set up?
I don't think you can terraform Ogyigia anymore since its a barren world that isn't habitable. Or am I wrong?
With default settings in the current mod version you cannot terraform Ogygia. That will be changing in the next version of the mod, which I hope to release this month.
Did this mod use to change the planets in Penelope's Star to be easily terraformable with a lot of the infrastructure already set up?
I don't think you can terraform Ogyigia anymore since its a barren world that isn't habitable. Or am I wrong?
With default settings in the current mod version you cannot terraform Ogygia. That will be changing in the next version of the mod, which I hope to release this month.
Cool! Penelope's Star always had a soft spot in my heart as 'the' player colony. Could you give some details as to what you are going to do with it? Are the planets all going to have fixed features and/or special features?
Cool! Penelope's Star always had a soft spot in my heart as 'the' player colony. Could you give some details as to what you are going to do with it? Are the planets all going to have fixed features and/or special features?
I assumed Duzahk was meant to be the player's base of operations and TaSC always made that a reality.IIRC, Duzahk was nerfed in vanilla along with all the other core world systems to rarely spawn any particularly good planets(especially the habitable type) besides the presets, which is fair, since it was pretty jarring to see a system's population centered around barren rocks when there's a perfectly good randomly generated tundra world just chilling in the outer rim.
I have enjoyed this mod a lot. It opens some possibilities for long-term plays. It's a learning experience.
I do think prices could be halved across the board. Structures costs so much money that you pretty much never get it back (at least, not for me who play "winning" games in Nexerelin), so it's a pure money sink and you can't rush-terraform a planet early-game.
On the other hand, the terraformingi tems are worth too much money. I can make so much selling them, knowing I can buy them back anytime I want, which I don't end up doing because a 400k+400k pricetag for a chunk of the terraforming is hefty.
Maybe a multiplier for costs that can be customized? I understand players who truly enjoy the sandbox experience might not mind the costs, but as I try to play quicker games that rarely last more than 2-3 cycles, it's a tad pricy.
I really like being able to change the planets look, and being able to turn some planets from worthless into mildly usefulness.
Thank you for your work!
True, Duzahk can turn out pretty barren, but even then its guaranteed to have a gas giant, an asteroid belt and a barren world, so Mining Station in the belt takes care of ores, Siphon@Aka Manyiu takes are of volatiles, Hydroponics@either takes care of food, bam, perfect self sustaining system. Post 0.95 there's a free industrial planet to utilize nanoforges and a Catalytic Core, even terraforming is unnecessary and its probably better to colonize the gas giant with a Plasma Dynamo.I assumed Duzahk was meant to be the player's base of operations and TaSC always made that a reality.IIRC, Duzahk was nerfed in vanilla along with all the other core world systems to rarely spawn any particularly good planets(especially the habitable type) besides the presets, which is fair, since it was pretty jarring to see a system's population centered around barren rocks when there's a perfectly good randomly generated tundra world just chilling in the outer rim.
Even with TaSC and no nerf, you still had luck as a factor. Pre-0.95a, I saw people share seeds in which Duzahk had multiple habitable worlds, but I myself was lucky to get anything besides just the preset Aka Mainyu and Druj. Penelope's star, on the other hand, never betrays you like that. You expect to find Ithaca, Ismara, and so on, and you get Ithaca, Ismara, and so on.
Hey hello.
I'm a bit new here and I try to figure out how I can add the terraforming, because I dont have this on my tool ability bar.
Any ideas what I need to do ?
i love this mod but i need to know from your perspective when you make a planet a paradise how jarring it must me for people who immigrate there to see a world like that.
TL;DR:
-Thank you for making this mod super modular.
-Suggestion: non-Domain Tech structure that removes Pather Cells and Decivilized condition.
-Basically the functions of CHAMELEON split into two structures.
-Pather Cell remover: demands crew and weapons. Alpha AI Core slightly increases profits (safe colony, profitable colony).
-Decivilized remover: demands crew and food. Alpha AI Core slightly increases growth rate.
==============================================
Hello! Thank you for making this mod AND for making is super modular.
I just wanted to make a suggestion: can you make a non-Domain Tech structure that can remove Pather Cells and the Decivilized market effect? I don't like turning on Domain Tech since it's jarring for me, since I like the fact that the world of Starsector constantly lives in their shadow, and having stuff that only they could've created (even if it's just mere imitation) strikes me as odd. Again, that's just my view, and that's why I thank you so much for making this modular.
For this, I suggest splitting CHAMELEON into two structures. The one that removes Pather Cells should demand crew and weaponry, and the one that removes the Decivilized modifier should demand crew and food. I have no idea what the Alpha AI Core effects should be, though. Maybe increase profits for the Pather Cells-remover structure (since a safe colony is a profitable colony) and increase growth for the Decivilized-remover structure (since players should build this first anyways on decivilized planets, thus helping small colonies grow faster on them and making them desirable to make a colony on).
That's all I have on my mind right now. Again, thank you so much for making this mod, and have a great day.
Hey hello.I'm sorry but despite the fact that i looked in the guide i dont seams to be able to find the reason why terraforming option do not pop up.
I'm a bit new here and I try to figure out how I can add the terraforming, because I dont have this on my tool ability bar.
(https://i.ibb.co/sV8WLZX/Jre-Screenshot-2021-11-20-12-22-08-59.png)
Any ideas what I need to do ?
Hey hello.I'm sorry but despite the fact that i looked in the guide i dont seams to be able to find the reason why terraforming option do not pop up.
I'm a bit new here and I try to figure out how I can add the terraforming, because I dont have this on my tool ability bar.
Any ideas what I need to do ?
i used to play game with this mod a year ago or something like that and back then i didn't had any problems with this at all, so i would really be glad for solution for my situation.
Thank you :)
I can't seem to be able to build an Ismara's Sling on an archipelago world, is this intended? I saw earlier that archipelago worlds seemed to support this. I can build aquaculture though.
~edit~
I figured it out, for some reason my planet wasn't given the 'water-covered surface" modifier. In fact, only one planet in my save got it, Volturn.
I already deleted my save on the main game, but after loading until the end of the bar, the game crash again.
I only now established my first colony since the update and just took my first look at the new system and I'm already liking it a lot. It's not as absurdly unconstrained as the point system while not being as limiting as the other systems. Barring terraforming projects behind specific conditions and structures seems so effective and obvious that it's a wonder why it didn't happen sooner.
That aside, I don't see why the E.U.T.E.C.K. had to go. Going by the starting-maximum resources thing for each planet type, I assume you're encouraging players to create a variety of planets. That doesn't leave much space for paradise worlds, but the device itself doesn't seem completely incompatible with the current system. I don't know how viable this is from a coding perspective, but I could easily see it as a shortcut for the lucky and adventurous: something that lets you partially or completely bypass conditions for a single terraforming project, saving the time that would've been spent building reflectors and processors. Just build a Genelab(coincidentally the fastest-building structure of the three), plug in the E.U.T.E.C.K. and you can start the first project on the planet while you build the infrastructure for the ones that will follow.
Also, I started my game with both "boggledDomainTechInactiveGateConstructionEnabled" and "boggledDomainTechInactiveGateConstructionMainQuestCompletionRequired" set to "true", but I also started with Nexerelin's story skip option, and I ended up not having the ability to build the gates.
I tried changing the latter to "false", but that doesn't seem to have fixed it.
Hi!
So, I recently started modding my game and came accross this mod and another one, DIY Planets. You said that both mods were compatible if I turned off the terraforming options of your mod. Problem is, I find both mods to be very interesting, each adding things that the other doesn't have (for example, yours can remove some conditons given by Unknown Skies while DIY lets me create brown dwarves and planets). So, my question would be: is it possible to make both of mods compatible by removing redundant terraforming options in the data folders? Would be a shame to have to choose between the two.
Also, since you recently added an industry that removes radiations from a planet, I wanted to know if your mod was still compatible with Shadowyard (heard they had that option too, but a bug prevents us from building their industry).
I'm not familiar with the Shadowyard radiation removal feature. I'll look into this and add a note to compatibility section when I release my next patch. Thanks for letting me know about this!
I'm not familiar with the Shadowyard radiation removal feature. I'll look into this and add a note to compatibility section when I release my next patch. Thanks for letting me know about this!
iirc shadowyard's radiation removal thing is an old relic from before buildings could be completely hidden from the player, they're supposed to be limited to one of their planets (and have an insane cost + upkeep to prevent players from using them)
You could edit the rules.csv file to easily disable the terraforming menu when you interact with your colonies, but it would require substantial editing of the source code to add or remove individual terraforming projects.
iirc shadowyard's radiation removal thing is an old relic from before buildings could be completely hidden from the player, they're supposed to be limited to one of their planets (and have an insane cost + upkeep to prevent players from using them)
QuoteYou could edit the rules.csv file to easily disable the terraforming menu when you interact with your colonies, but it would require substantial editing of the source code to add or remove individual terraforming projects.
I see. This got me wondering though: when you talk about "the source code", does it include having to edit the jar file too, or can I just edit the files in the data folder and expect everything to be fine? I'm a total newbie, so I don't think I'd be able to do anything aside from removing a few lines of text, to be honest.
That aside, I noticed that Stellar Reflectors no longer demand Domain-Era Artifacts. Is this intentional? Because it makes an already dubiously useful industry(Domain Archeology) even less useful by 1. Stopping it from being an alternative to importing DEA from Agreus (at least when dabbling in terraforming, I mean, you'll still want it for Chameleons and Kletkas) and 2. Removing what little profit it brought by selling DEA to Eochu Bres and Eventide.
I just built a Genelab on a polluted world that I temporarily took over because of a conquest mission and now my Domain Archeology is bringing in a bit of profit.
It's not an efficient way to increase DEA profits, but it reminded me of something similar: Fusion Lamp market manipulation.
You can increase your volatiles profit by selling Fusion Lamps to cold and/or dark worlds. They instantly install it and increase global demand, and this made me wonder if something like that could be done with DEA.
What if your reflectors were turned into items that worked like Fusion Lamps, but demanded DEA instead? Assuming there was a reliable way to get them — such as crafting them in the terraforming menu using DEA and other things — you could sell them to hot/cold/farming colonies to make Domain Archeology profitable while also opening up the structure slot in your own terraformed colonies(I know that's not much of an issue with Hartley's Grand Colonies, but still.)
I like the concept of crafting special items using DEA. That could allow the player to obtain exactly what they want without having to leave the core to salvage. I don't want to duplicate the functionality of the historian, so I'll have to look into whether they can give the player locations of special items, or if it's just blueprints.
The Historian's already to RNG for my tastes as-is, no thanks!
They apparently can. Heard of someone getting a synchrotron location from them, there are also cases where they give you the location of special items from Industrial Evolution.
If that makes it a problem, I was thinking about something: instead of giving the DEA the ability to outright create a special item, wouldn't it be better to add an other item (something similar to a nanoforge, but for special items and single/limited use) to the historian quests rewards, which would require a DEA to successfully operate? That could solve the problem in my opinion.
The problem is I can't overwrite the default farming and/or population buildings to accept a custom special item.
I don't want to duplicate the functionality of the historian, so I'll have to look into whether they can give the player locations of special items, or if it's just blueprints.
You mean an industry kind of like the Kletka Simulator, but for special items? That might work, although I don't think it would make sense to put it on NPC colonies to create demand for DEA. From a lore standpoint, why would NPC colonies have a factory to build special items but not have any installed in their buildings?
QuoteYou mean an industry kind of like the Kletka Simulator, but for special items? That might work, although I don't think it would make sense to put it on NPC colonies to create demand for DEA. From a lore standpoint, why would NPC colonies have a factory to build special items but not have any installed in their buildings?
I edited my comment (probably a little too late) to switch the item thing to a potentially abandonned station drifting in unexplored systems. Though I must say that the idea of an industry that can be built both by the player and by npc worlds would've been really interesting if they could use those special items too, indeed.
The problem is I can't overwrite the default farming and/or population buildings to accept a custom special item.
The Relay Hypertransmitters added by Industrial Evolution can be installed in vanilla Military Bases/High Commands, so unless Hartley did something outrageous there, it's doable.
Unless you mean that you'd just prefer to avoid tinkering with vanilla industries, in which case: I can respect that.
My historians offered me the locations of special items a good bunch of times(and not just ones you can get by raiding core worlds). Some problems with that, though:
-You first need to give them all the donations they ask for
-If your playstyle leans towards exploration(like mine), by the time you give them the donations and meet them again, there's a good chance that you'll already have the special item they'll offer directions to
-It costs a whole 4 story points, which again isn't worth it if you tend to explore everything
So yeah, provided it's sufficiently demanding, I'd say that a DEA-based special item crafting system would have its place.
1. Installing the stellar reflector item would preclude installation of the fusion lamp or hypershunt, right? Given the similarities between the fusion lamp and reflectors, this is probably not a good idea.I don't think there's any special items for the Spaceport, and it would still be a thematic match?
1. Installing the stellar reflector item would preclude installation of the fusion lamp or hypershunt, right? Given the similarities between the fusion lamp and reflectors, this is probably not a good idea.I don't think there's any special items for the Spaceport, and it would still be a thematic match?
1. Installing the stellar reflector item would preclude installation of the fusion lamp or hypershunt, right? Given the similarities between the fusion lamp and reflectors, this is probably not a good idea.
1. Installing the stellar reflector item would preclude installation of the fusion lamp or hypershunt, right? Given the similarities between the fusion lamp and reflectors, this is probably not a good idea.
Anyone who chanced upon a Hypershunt Tap and did what has to be done to harness its power probably has multiple colonies which could make good use of it, and I doubt that they would all have Stellar Reflectors taking the Tap's place.
I see your point about the Fusion Lamp and Reflector(item) relationship, though. Itemized Reflectors would outclass the Lamps in any situation where they overlap(that being Cold and Poor Light worlds) and since Extreme Cold is good for Kletkas and IndEvo's Supercomputers, the only real use for Lamps would be on worlds that are completely dark.
The problem there is that that is the situation we have now. Reflector structures defeat the point of Fusion Lamps on anything but dark worlds just as well as the Reflector items would.
4. An itemized reflector could be stolen from Eventide or Eochu Bres by the player, which is bad from a gameplay and lore standpoint.
EDIT: Ohh, thought! What if you add an invisible market to the Galatia Academy that has a custom building that demands it?In the base game, Galatia Academy is a market that is not in the economy nor in the rules like every other market. Have you ever noticed that GA isn't on the starsystem map? That's wrong if it is a station, all the stations are on the starsystem maps.
EDIT: Ohh, thought! What if you add an invisible market to the Galatia Academy that has a custom building that demands it?In the base game, Galatia Academy is a market that is not in the economy nor in the rules like every other market. Have you ever noticed that GA isn't on the starsystem map? That's wrong if it is a station, all the stations are on the starsystem maps.
It is for me! Although I think that's because Industrial Evolution sticks one there with an Academy.
This is a great mod! Thank you for making it, but I'm not sure if I'm stupid or what, but I for the love of me cannot find Asteroid Processing. It is not even as a structure that cannot be built, it is just NOT there. Is there a prerequisite of some kind for me to be able to have the option to build one?
I made sure to delete the old copy of the mod when updating the mod itself, but I didn't change anything in the star sector folders when updating the actual game.
"boggledReplaceAgreusTechMiningWithDomainArchaeology":true, . However, I still see both vanilla tech mining and domain arch in game. What does that option actually do?It... Replaces the Tech Mining on Agreus, with a Domain Archaeology?
"boggledReplaceAgreusTechMiningWithDomainArchaeology":true, . However, I still see both vanilla tech mining and domain arch in game. What does that option actually do?It... Replaces the Tech Mining on Agreus, with a Domain Archaeology?
Terraforming logic is now spot on, however it feels like playing a text based game from the early 2000s and sorry, but its very clumsy and slow to navigate around, there are simply too many sublevels in the dialogue for a non-graphical UI.8.0.0 Changelog:
- Completely reworked the terraforming system (again). Terraforming is now controlled via a menu when you interact with your colony, not the Genelab. Please be sure to leave feedback regarding the options available and requirements for same!
Terraforming logic is now spot on, however it feels like playing a text based game from the early 2000s and sorry, but its very clumsy and slow to navigate around, there are simply too many sublevels in the dialogue for a non-graphical UI.I don't resonate with the navigation complaint whatsoever.
Also requires docking with a colony that I don't like - can't I just call the administrator or secretary and say the word over hyperspace comms?
It was my first impression anyway. Did you already memorize the layout perhaps? In that case I can imagine its fast and simple.Terraforming logic is now spot on, however it feels like playing a text based game from the early 2000s and sorry, but its very clumsy and slow to navigate around, there are simply too many sublevels in the dialogue for a non-graphical UI.I don't resonate with the navigation complaint whatsoever.
Also requires docking with a colony that I don't like - can't I just call the administrator or secretary and say the word over hyperspace comms?
You just open the terraforming menu, select terraforming type, then sub-type and that's it, literally as easy as 1-2-3. The text is even colored red/blue to make it glaringly obvious what you need and what you already have.
And the need-to-dock thing has supposedly been an unfixable problem since like version 5.0. It's also somewhat justified when you consider that even in vanilla your subordinates are morons who need your presence to install colony items.That is configurable via settings.json so lets not consider only one of the options vanilla.
I like the mechanic of excavating ruins to supply tech to terraforming equipment. However, I would prefer to have one industry that performs the function of vanilla tech mining and domain arch. In the mod config I see an option that would appear to do just that: "boggledReplaceAgreusTechMiningWithDomainArchaeology":true, . However, I still see both vanilla tech mining and domain arch in game. What does that option actually do? Is there an option for the modded domain arch also performing the function of vanilla tech mining?
Thanks for your time.
Edit: Also, while terraforming desert worlds I am not given the option to change into arid. Can I modify this somewhere in the mod?
Last Edit!: Where can I modify the base starting conditions of a terraformed planet? Default trace volatiles on terran worlds prevents soil nanites from being used.
It was my first impression anyway. Did you already memorize the layout perhaps? In that case I can imagine its fast and simple.Terraforming logic is now spot on, however it feels like playing a text based game from the early 2000s and sorry, but its very clumsy and slow to navigate around, there are simply too many sublevels in the dialogue for a non-graphical UI.I don't resonate with the navigation complaint whatsoever.
Also requires docking with a colony that I don't like - can't I just call the administrator or secretary and say the word over hyperspace comms?
You just open the terraforming menu, select terraforming type, then sub-type and that's it, literally as easy as 1-2-3. The text is even colored red/blue to make it glaringly obvious what you need and what you already have.And the need-to-dock thing has supposedly been an unfixable problem since like version 5.0. It's also somewhat justified when you consider that even in vanilla your subordinates are morons who need your presence to install colony items.That is configurable via settings.json so lets not consider only one of the options vanilla.
Also, terraforming a desert planet into an arid planet would be purely cosmetic because the maximum resource levels are the same.
Desert will never have organics, and have a 66% chance to have no farmland.I will add to this and say that this mod doesn't seem to allow you to upgrade resource deposits if there are none, so natural desert worlds without farmland can't be made to produce food without undergoing a full transformation.
Nexerelin has special menu on Z press. For calling in fleets and autonomous colony features. Maybe you could do something like that for terraforming features?
There is any option to add some BAD conditions to planets? Like exrl hot/cold? In mod feature i mean.
Also, terraforming a desert planet into an arid planet would be purely cosmetic because the maximum resource levels are the same.
The ore tables are identical, but that's all.
Arid will always have farmland & organics.
Desert will never have organics, and have a 66% chance to have no farmland.
Arid can also have volatiles, while Desert cannot.
Desert -> Arid would also be a logical terraforming progression since Arid literally is a Desert with added water.
Desert will never have organics, and have a 66% chance to have no farmland.I will add to this and say that this mod doesn't seem to allow you to upgrade resource deposits if there are none, so natural desert worlds without farmland can't be made to produce food without undergoing a full transformation.
I had this happen with Ithaca.
That's a bug - you should be able to add resource deposits to a planet if none exist, so long as the planet type supports them. Does this happen only with arid/desert planets, or with all planet types?I only noticed it happen on Ithaca and one other desert-adjacent planet. I forgot if it was desert or barren-desert, but I vaguely remember not being able to transform it into arid because the mod already saw it as that.
ava.lang.RuntimeException: Error loading [data.campaign.econ.plugins.BoggledEuteckSpecialItemPlugin]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.campaign.econ.plugins.BoggledEuteckSpecialItemPlugin
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
Why do planets require solar mirrors to terraform even if the termperature is already ideal?
Which reminds me... if you wanted to add more realism, then changing atmospheric density should affect planet temperature. Thin atmosphere = colder, thick atmosphere = hotter.
Hi, thanks for the very fun mod - I'm certainly enjoying building my collection of Terran planets.
On that note, I have encountered what I presume is a bug - specifically, a Gas Giant that I was able to terraform into a (very large) Terran planet. Its only prior environmental effects were +1 volatiles, Hot and High Gravity. I couldn't build an Atmosphere Processor, but since it already had a good atmosphere I was still able to choose from the terraforming options in the menu. As a further note, I was able to build a siphon station after the terraforming had finished.
Version: 0.95a-RC15
Mod list:SpoilerTSC 8.0.0
Unknown Skies 0.43
Nexerelin 0.10.3c
Industrial Evolution 2.2.g
Adjusted Sector 0.3.3
Console Commands 2021.4.10
Brighton Federation 0.0.2
Detailed Combat Results 5.1.2
Dynamic Tarriffs 1.3.1
HMI Supervillains 0.0.2c
Hazard Mining Incorporated 0.3.4f
Hiigaran Descendants 2.1
Legacy Of Arkgneisis v1.9.10
SpeedUp 0.7.1
Stellar Networks 2.1.1
Lazylib 2.7
MagicLib 0.34
GraphicsLib 1.5.1[close]
On the topic of menuing, would a subtab on the Intel screen be easier to implement? Populate the left list with all your colonies, and then the info column on the right has current conditions and whether there's an ongoing terraforming project, and if its not a station/gas giant a button to bring up the terraforming menu.
Hey boggled, how hard would something like this be to set up:
Mini-Stations. Essentially an option in the settings (that True/False thing) that when turned to True locks all stations to minimum size and thus one industry, which for Mining/Syphon station is fixed to "mining" (as is their function), while Astropolis have more options for their one industry but can't take mining (that belongs to the other two). Would it also be possible to give them a generic "Supervisor" instead of taking up an entire, and expensive, Administrator since it'll never grow big enough to be a "real" colony on it's own.
Essentially making them, expensive, ways of beefing up your systems industry but without taking focus away from the planets.
Would something like that be possible? :-\
Would it be okay to ask for an option to enable undersea domed cities in the config? Like I can get the intent behind having them disabled by default.... but there such a staple of a lot of fictional works that I would really like to be able to make my own.
Was going to recompile the script to allow it on my copy, but turns out it isn't open souce so... kinda gotta ask this instead... sorry...
.... I'll implement it in the next patch....
.... I'll implement it in the next patch....
Should I hold off on starting my new game then?
Mods are best when added at the start, after all.
I might be wrong about this, but I feel like mantle bores and fullerene spools shouldn't really work on stations.
What with them having neither mantles to bore through nor gravity wells to escape.
Digging the new text setup tho. Much more intuitive than the icon bar thing.
Enjoying the mod, thanks for it.
I'm noticing that domed cities are not providing protection against regular hot colony condition. Is this intentional?
For me, escape button doesn't seem to work once you enter terraforming options, to go back one step.
Is it possible to make the terraform menu on number 5) instead of 4)? For sake of muscle memory for repairing ships :)
Enjoying the mod, thanks for it.
I'm noticing that domed cities are not providing protection against regular hot colony condition. Is this intentional?
Yes, domed cities do not suppress temperature conditions.
Enjoying the mod, thanks for it.
I'm noticing that domed cities are not providing protection against regular hot colony condition. Is this intentional?
Yes, domed cities do not suppress temperature conditions.
Thanks for the answer! Looks like it doesn't counter pollution either. Hm.
Enjoying the mod, thanks for it.
I'm noticing that domed cities are not providing protection against regular hot colony condition. Is this intentional?
Yes, domed cities do not suppress temperature conditions.
Thanks for the answer! Looks like it doesn't counter pollution either. Hm.
The tooltip lists the conditions it would counter or is countering.
Temperature conditions are dealt with using stellar reflectors or fusion lamps, and pollution is dealt with using the genelab.
Looking this over again, to me the domes seem to be a temporary solution with a huge downside. .05 colony defense is a terrible penalty.
I was also thinking that more could be done with Cloning, but didn't suggest it because I felt it would've been less TASC and more IndEvo. Might as well do it now that someone else brought it up.
My idea was that it could be used to create pop 7 colonies. Of course, this function would have to be barred behind something like a quest, the abuse of story points, or a single-use colony item(like a "Pando Device," after the massive clonal colony of quaking aspen,) but it would certainly be nice to have more options to break the pop limit.
Would adding this mod mid-save be risky at all? Or does it require a new game?
Sorry that this has almost certainly been asked before, probably multiple times but I seem to be struggling to find a good answer.
Thank you for any help, and thank you enormously for the work you do for StarSector.
Great mod, both this and DIY are great.
One question though, is there a way to lower the negative modifier to defense that domed cities give in settings? Perhaps alternatively, instead of spending a story point to increase stability, you can use one to lower the negative modifier.
Or perhaps there's an upgrade that needs transplutonics, metal and maybe domain artifacts to turn them into fortified domes, which removes or partially mitigates the 0.05x defense modifier.
Is there any way to increase a Mining Stations output? Thought there might be some was to improve the ore/rare ore. No worries if not, mainly built it to supply water to other planets.
Also, any way to add stable points for systems without them? That'd be really handy.
Having had chance to mess with stuff for a while, I've found myself disappointed that stellar reflectors don't have any effect on extreme temperatures.
I was rather hoping they would mitigate half of the condition to get the hazard effectively moved a single step closer to optimal, in the same way the lesser temperatures are.
But nope. Nothing at all.
This also creates a contradictory situation where a habitable planet can also have an extreme temperature, which is not possible in the base game since they are mutually exclusive conditions.
(Well technically, habitable can't exist in extreme temps and temperature is generated first so it never has to care...)
The reflectors could be made to avoid this. Leave the original condition in place to prevent chain terraforming into uniformity, and ditch the hazard from the condition. Same as for hot/cold.
But add in an extra bit that puts half the hazard back to provide the 'corrected' condition.
The planet still has an extreme temperature, but the reflectors have mitigated that so 'technically' no rules are being broken.
In essence reflectors always provide -25% hazard for temperature. No more. No less.
I really like this approach to terraforming as well.
It prevents everything always being taken to the same endpoint, and puts additional constraints on what is possible in a believable manner.
And sets the possible limits based on the original conditions of the planet rather than it's current condition.
So good.
I do still think Deserts and Arids are super not the same though. :P
The mod's stellar reflectors simply follow the rules of the 0.95 vanilla reflectors, don't they? Granted, they don't spawn on planets with extreme conditions, so it's nothing vanilla ever had to address, but still.
Is there any way to increase a Mining Stations output? Thought there might be some was to improve the ore/rare ore. No worries if not, mainly built it to supply water to other planets.
Also, any way to add stable points for systems without them? That'd be really handy.
The mining item works on stations.
And there's a mod setting that changes the yield of mining stations based on how many asteroid fields there are in the system, which is p. nice.
Don't think it works retroactively though.
Stable points can be added even in vanilla.
Pay a visit to the star and you'll get some hints.
Speaking of the fusion lamp, I've got a couple planets in a nebula with fusion lamps mitigating both the full dankness and extreme cold penalties, however I need to build stellar reflectors in order to terraform the planet to a different type, which aren't allowed because there is no star as a primary. It makes sense that stellar reflectors would be redundant with a fusion lamp but I would like to be able to turn a barren world with a fusion lamp and 100% hazard into a tundra (I have water from a cryovolcanic) and I think it makes sense given that the fusion lamp outright solves extreme temperature and full darkness.
Would this be possible? I am fully aware that such an exception clause to terraforming would add complexity and also the fact that you can just take out the fusion lamp which could be weird with a tundra world in a nebula (unless you add code to revert back to barren in a month or smth).
I just think having a habitable planet just derping about in a nebula thanks to what is essentially a star in a bottle is really cool.
Playing with Unknown skies and this, building Domed Cities to suppress Parasitic Spores only seems to suppress the population boost, minimal stability and removal of drug needs. I think the production loss is still associated with the condition though as the planet and other planets in the system report a -25% fleet quality from the market condition
What if you removed the Fusion Lamp item once terraforming starts, and replace it with a Fusion Lamp condition?
Not really sure why or how but the Parasitic Spores did end up being suppressed fully. I think exiting the game fixed it or leaving my system and coming back in? Just wasn't being updated fully I guess
Personally, I do still feel like some of the terraforming features should require the player gain faction-internal access to some Domain tech supply; it felt Right that you needed a pretty healthy supply of components to actually do the full paradise-level terraform of 7.x, and with 8.0 it feels a bit weird, in-universe, that you can just do it whenever you feel like.
Still, I appreciate all the work you've been putting into this, Boggled. Definitely a mainstay mod of mine, and it helps makes "nonviable" systems on the colony layer interesting considerations for setting up shop in!
Fusion Lamps have a volatiles demand, and they occupy the special item slot in Population and Infrastructure. Having a condition add volatiles demand and block the special item slot would not be ideal, and I'm not sure the latter is possible without overwriting Population and Infrastructure.Wouldn't the slot be blocked to that item anyway, due to the conditions it fixes no longer being present?
Fusion Lamps have a volatiles demand, and they occupy the special item slot in Population and Infrastructure. Having a condition add volatiles demand and block the special item slot would not be ideal, and I'm not sure the latter is possible without overwriting Population and Infrastructure.Wouldn't the slot be blocked to that item anyway, due to the conditions it fixes no longer being present?
Hi everyone, does anyone know where I can find a version of this for 0.9.1a?
Edit: After forum and GitHub searching, I can confidently say that https://github.com/boggled-starsector/boggled_modpack/tree/master/Old/Terraforming%20and%20Station%20Construction the old version of the mod found on GitHub is no longer there. Reason unclear.
Hi everyone, does anyone know where I can find a version of this for 0.9.1a?
Edit: After forum and GitHub searching, I can confidently say that https://github.com/boggled-starsector/boggled_modpack/tree/master/Old/Terraforming%20and%20Station%20Construction the old version of the mod found on GitHub is no longer there. Reason unclear.
Just to point out - the whole purpose of Git is version control. Every single version is there, you just have to go back to the commit for the version you want.
It looks like https://github.com/boggled-starsector/boggled_modpack/tree/6a94dcdc757e357fdb5996449c02a648a3f1c7e0 was the last 0.9.1a version. You can simply download the entire repository (option is in the green "code" button), pull out the "Terraforming and Station Construction" directory and drop it into mods.
When i run game with this mod i get red message on game load that say something about
sun.security.validator.ValidatorException: PKIX ....
Is it a problem?
hi, what is the purpose of Astropolis Station? What should I build there?
I have one mining Station in my home system.... for mining an meanwhile with smelting stuff. Is my best moneymaker at the moment
have also some planets colonies in an other system
There is no helping it: Both vanilla and TASC aren't save compatible with the older versions you had.
Hiya sir!
I received this error when i used the Academy to train an adminstrator with one skill. Upon completion i see she gained hyper-cognition.
When i clicked on that admin in the manage admin screen, this happened:Any ideas? Ty!Spoiler222569 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: org.json.JSONException: JSONObject["adminSalaryTier3"] not found.
java.lang.RuntimeException: org.json.JSONException: JSONObject["adminSalaryTier3"] not found.
at com.fs.starfarer.settings.StarfarerSettings.ô00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.getInt(Unknown Source)
at com.fs.starfarer.api.util.Misc.getAdminSalary(Misc.java:4025)
at com.fs.starfarer.campaign.command.OooO.recreate(Unknown Source)
at com.fs.starfarer.campaign.command.OooO.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.for.setSize(Unknown Source)
at com.fs.starfarer.coreui.o0o0.addItem(Unknown Source)
at com.fs.starfarer.campaign.command.AdminPickerDialog.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.for.setSize(Unknown Source)
at com.fs.starfarer.ui.Q.setSize(Unknown Source)
at com.fs.starfarer.ui.impl.K.setSize(Unknown Source)
at com.fs.starfarer.ui.impl.K.sizeToInner(Unknown Source)
at com.fs.starfarer.campaign.command.AdminPickerDialog.<init>(Unknown Source)
at com.fs.starfarer.campaign.command.OutpostListPanel.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Caused by: org.json.JSONException: JSONObject["adminSalaryTier3"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getDouble(JSONObject.java:445)[close]
Can I use Asteroid Processing in an Astropolis to supply water to the planet below for the resource improvements that requires "large amounts of water" ?
hi, what is the purpose of Astropolis Station? What should I build there?
I have one mining Station in my home system.... for mining an meanwhile with smelting stuff. Is my best moneymaker at the moment
have also some planets colonies in an other system
- Fixed a bug where resource levels on Arid planets couldn't be improved via terraforming.
Quote- Fixed a bug where resource levels on Arid planets couldn't be improved via terraforming.
Does this refer to things like farmland improving when changing from Arid to another planet type, or only actions like "improve mining yields on planet"? Just curious whether my arid->terran terraforming project not improving the planet at all was due to a bug that I should look into editing the planet to fix or just a bad roll of the dice.
Hey, thanks for the mod! Stations are great, gates are great, domain-era structures are great. I'm using the other terraform mod for planets unfortunately =/
By the way, I'm using this as my CHAMELEON icon, and it looks great!SHODAN(https://i.imgur.com/HhLE5f4.jpeg)[close]
Hey, thanks for the mod! Stations are great, gates are great, domain-era structures are great. I'm using the other terraform mod for planets unfortunately =/
By the way, I'm using this as my CHAMELEON icon, and it looks great!SHODAN(https://i.imgur.com/HhLE5f4.jpeg)[close]
Oh, I forgot. I think the Remnant station is cheap. Since it is constructed in one go, it's not only cheap, but also time-efficient. I think it was also cheaper to maintain; can't remember right now. These aren't an issue on the long run, however as far as the first colony is considered, everything makes a difference. It generates Pather interest, but given how CHAMELEON removes entire pather cells with an alpha-AI core, there isn't a downside to Remnant stations.
As a side note, the Remnant station had a difficulty rating of 2* (2-stars) versus my fleet, while the high-tech battlestation (whichever is the max level) had 3* (three stars). If the station difficulty is used in any expedition 'auto-resolve' calculations, it might be worse to use Remnant stations due to this rating.
Speaking of CHAMELEON, is it possible to require one of the market conditions for it to show up? And maybe give it -4 or so pather interest without an AI core. Not a big issue though; I put CHAMELEON in all of my colonies to build freely, after a certain time (10+ cycles).
Anyway, thanks =)
Hey boggled! Found a bug I think, apologizes if it was reported before (did a quick search & skim, but alas)You added a sun to your planet, and are confused why you industry that likes it to be cold isn't performing as well?
On a station with a lamp attached to main structure, Kletka simulator upkeep is overridden with '2x Hot'.
Hey boggled! Found a bug I think, apologizes if it was reported before (did a quick search & skim, but alas)You added a sun to your planet, and are confused why you industry that likes it to be cold isn't performing as well?
On a station with a lamp attached to main structure, Kletka simulator upkeep is overridden with '2x Hot'.
Also, you can build stations around [REDACTED] :D On my next game, I'll try and see what happens.SpoilerAlpha Site[close]
Also, you can build stations around [REDACTED] :D On my next game, I'll try and see what happens.SpoilerAlpha Site[close]
There used to be problems with NPC fleets trying to path to systems without a jump point so it might break your game.
Also, you can build stations around [REDACTED] :D On my next game, I'll try and see what happens.SpoilerAlpha Site[close]
There used to be problems with NPC fleets trying to path to systems without a jump point so it might break your game.
Yup yup, that's totally what I'm expecting. But then again, I'm curious about something else. On Industrial Evolution mod, there is a special building called 'Rift Generator' or something like that. The planet itself basically warps from system to system, and leaves a hyperspace tear behind, linking the systems as it jumps around, in a way. I really don't think so, but I wonder if the AI can use these :D
I absolutely love this mod. I just wanted to share that.
Is it intended for desertic worlds from Unknown Skies to count as arid for terraformation purposes?
Not complaining or anything. Desertic worlds often have good metal deposits and are never habitable, so if you improve their organics deposits, you get by far the best places for mantle bore mining.Image(https://i.gyazo.com/7306fda1f98654c608202b4dd0dca3c4.png)[close]
So is there any way to deal with extreme heat and cold condition? If not would it be possible to get setting in the config to ignore these when changing planet type?
So is there any way to deal with extreme heat and cold condition? If not would it be possible to get setting in the config to ignore these when changing planet type?
Extreme cold can be suppressed by the fusion lamp, but extreme heat can't be suppressed with this mod. You can still terraform planets with those conditions - they merely limit your options.
There is still bug that don't recognize dynamic ore resources setting. Mining stations always have moderate resources.
# Controls how the ore resource levels for mining stations are assigned
# If linked to the system resource belts, the mining station ore resources will be higher if there are a lot of asteroid belts in the system
# If boggledMiningStationLinkToResourceBelts is set to false, the ore resource amounts will be set based on boggledMiningStationStaticAmount
# 1 = Sparse, 2 = Moderate, 3 = Abundant, 4 = Rich, 5 = Ultrarich, Any other value = set to moderate
"boggledMiningStationLinkToResourceBelts":true,
"boggledMiningStationStaticAmount":2,
# Controls how the ore resource levels for mining stations are assigned
# If linked to the system resource belts, the mining station ore resources will be higher if there are a lot of asteroid belts in the system
# If boggledMiningStationLinkToResourceBelts is set to false, the ore resource amounts will be set based on boggledMiningStationStaticAmount
# 1 = Sparse, 2 = Moderate, 3 = Abundant, 4 = Rich, 5 = Ultrarich, Any other value = set to moderate
"boggledMiningStationLinkToResourceBelts":true,
"boggledMiningStationStaticAmount":2,
The setting of this picture. I also tried "manual" option:
# Controls how the ore resource levels for mining stations are assigned
# If linked to the system resource belts, the mining station ore resources will be higher if there are a lot of asteroid belts in the system
# If boggledMiningStationLinkToResourceBelts is set to false, the ore resource amounts will be set based on boggledMiningStationStaticAmount
# 1 = Sparse, 2 = Moderate, 3 = Abundant, 4 = Rich, 5 = Ultrarich, Any other value = set to moderate
"boggledMiningStationLinkToResourceBelts"false,
"boggledMiningStationStaticAmount":4,
and it was rich, like it should be.
Ok, there is no bug. I interpreted numbers:
# 1 = Sparse, 2 = Moderate, 3 = Abundant, 4 = Rich, 5 = Ultrarich, Any other value = set to moderate
as numbers of belts in system corelated with resources.
This shows major problem of this mod - lack of instructions! I spent 1h of testing new terraforming system before playing, because i didn't know how it will work! Which planets could be terraformed? How terraforming planet type changes its features? Which planets could be made of this particular type of planet, and which could not? What determines the amount of the water needed for terraforming in the system? Even a little paint made graph could save a lot of questions.
Hello. May I ask for an option to toggle whether to add volatiles to a newly terraformed planet?
Had terraformed a tundra without volatiles into a terran world and the farming item stopped working due to the presence of volatiles. It would be nice if the player has an option to control this.
Wait, so how is the calculation for linked resources?
I thought it was 1 belt = Spare Ore, 2 belts = Moderate Ore, etc.?
Hello. May I ask for an option to toggle whether to add volatiles to a newly terraformed planet?
Had terraformed a tundra without volatiles into a terran world and the farming item stopped working due to the presence of volatiles. It would be nice if the player has an option to control this.
A better mod for you might be "modified industry requirements" or something like that. It's a mod that allows you to configure the condition requirements of items like the soil nanites.
It's 1 belt = sparse, 2-4 belts = moderate, 5-8 belts = abundant, 9-13 belts = rich, 14+ belts = ultrarich. Those values are not configurable.
I second this.It's 1 belt = sparse, 2-4 belts = moderate, 5-8 belts = abundant, 9-13 belts = rich, 14+ belts = ultrarich. Those values are not configurable.
I think that these values are too harsh. If I want to have refining industry on my mining station, I need at least rich (+2) deposits of ores to sustain itself. I don't even remember finding 9 belt system before - it's so rare. With volcanic planets huge nerf in last vanilla patches and versions of your mod, I want to rely more on mining stations. I would like to suggest these changes:
1 belt = sparse, 2-3 belts = moderate, 4-5 belts = abundant, 6-7 belts = rich, 8+ belts = ultrarich
I second this.It's 1 belt = sparse, 2-4 belts = moderate, 5-8 belts = abundant, 9-13 belts = rich, 14+ belts = ultrarich. Those values are not configurable.
I think that these values are too harsh. If I want to have refining industry on my mining station, I need at least rich (+2) deposits of ores to sustain itself. I don't even remember finding 9 belt system before - it's so rare. With volcanic planets huge nerf in last vanilla patches and versions of your mod, I want to rely more on mining stations. I would like to suggest these changes:
1 belt = sparse, 2-3 belts = moderate, 4-5 belts = abundant, 6-7 belts = rich, 8+ belts = ultrarich
I need at least rich (+2) deposits of ores to sustain itself
I was thinking how help you "taking another look at these values", so I took normal size - mixed Sector and went to every randomly generated system (core worlds excluded). I checked how many asteroid belts "Construct Mining Station" is detecting. With help of "goto" command it took me 2h to get some hard data about number of belts in systems:
0 belts = 70
1 belt = 69
2 belts = 30
3 belts = 20
4 belts = 5
5 belts = 5
6 belts = 2
7 belts = 0
8 belts = 1
9+ belts = 0
(also Starsector system naming algorithm is quite interesting)
Based on this information, it seems like the number of belts is not a good way to calculate ore richness - in part because the Core Worlds are so much richer than procedurally generated systems, and in part because very large belts count the same as small ones, which makes no sense.
I'm going to see if it's possible to calculate richness based on the area/size of belts in-system, instead of the number. If it's feasible, this should even out the discrepancies between the Core Worlds and procedurally generated systems - systems with one or two huge belts would rightfully be richer than ones with lots of tiny belts.
Hi, this seems like an awesome mod. However, I cannot figure out how to build any of the stations. I can build normal battle stations and the remnant AI battle station, but not the colony, siphon or belt stations.They're added as an ability. 'Turn' the ability 'page', and assign the empty slots with these station-construction abilities.
I am using DIY planets as well, and I have disabled the terraforming parts as instructed. Can this be because I added the mod to an existing game?
Thank you, I just found them. I have literally been looking for how to build them for at least two days now ;DHi, this seems like an awesome mod. However, I cannot figure out how to build any of the stations. I can build normal battle stations and the remnant AI battle station, but not the colony, siphon or belt stations.They're added as an ability. 'Turn' the ability 'page', and assign the empty slots with these station-construction abilities.
I am using DIY planets as well, and I have disabled the terraforming parts as instructed. Can this be because I added the mod to an existing game?
Fatal: Error loading
[data.campaign.econ.plugins.BoggledEuteckSpecialitemPlugin]
Cause: data.campaign.econ.plugins.BoggledEuteckSpecialitemPlugin
Check starsector.log for more info.
Unfortunatly my game doesnt generate an log so i dont know were to find it.
But I want to write about another topic - planetary resources. After terraforming in to new type, planet gets new basic set of food (F), organics (O) and volatiles (V), which can be improved further.
I will now give points for resource availability: 1=poor/sparse/trace 2=adequate/moderate/common/diffuse 3=abundant/rich farmland 4=plentiful/bountiful farmland
and now the planets:
temperature:
Frozen: basic - V3 improved - V4 ( total 3 -> 4 ) very cold
Tundra: basic - F2 O1 V1 improved - F4 O1 V4 ( total 4 -> 9 ) not hot, not very hot
Arid: basic - F2 O2 improved - F4 O3 V1 ( total 4 -> 8 ) not cold, not very cold
Jungle: basic - F2 O2 improved - F4 O4 ( total 4 -> 8 ) hot, very hot
Terran: basic - F2 O1 V1 improved - F4 O4 V1 ( total 4 -> 9 ) not very hot, not very cold
Water: basic - F2 improved - F2 O4 V4 ( total 2 ->10 ) not very hot, not very cold
In my opinion some of these planets are too similar to each other. There is also little reward for terraforming into terran type, because food production is good on every planet (why?). With soil nanites terran planet is actually worse than jungle and arid. Tundra (which is basically better terran) and Arid type are too strong in my opinion. I would like to propose some balance changes:
temperature:
Frozen: basic - V3 improved - V4 ( total 3 -> 4 ) very cold (a lot of water, volatiles and not habitable)
Tundra: basic - F1 V2 improved - F2 O1 V3 ( total 3 -> 6 ) not hot, not very hot (best option for very cold planets)
Arid: basic - F1 O2 improved - F2 O3 V1 ( total 3 -> 6 ) not very cold (organic option for cold planets, otherwise there is no niche for it)
Jungle: basic - F2 O2 improved - F3 O4 ( total 4 -> 7 ) hot, very hot (organic option for normal and hot planets; best one for very hot)
Terran: basic - F3 O1 V1 improved - F4 O3 V2 ( total 5 -> 9 ) only normal temperature (focus on food production; too strong for hot and cold to be available)
Water: basic - F2 improved* - F2 O3 V3 ( total 2 -> 8 ) not very hot, not very cold *[ hot variant improved F2 O4 V2, cold variant improved F2 O2 V4] (adaptive - like water)
Regarding your proposed changes, I can see a few potential issues:
1. You write that the focus for Terran is farming - but since it starts with volatiles and therefore can't slot Soil Nanites, it's actually inferior for farming relative to Jungle and Arid despite their lower max farming values!
2. If the player suppresses the Hot or Cold condition, I think they'll have the expectation that they should be able to turn that planet into a Terran world. Stopping that wouldn't make sense from a lore standpoint. Also, I think all procedurally generated Arid/Desert planets are hot - allowing the player to create Arid/Desert worlds that are cold seems to be incongruent with how the vanilla system works, even if it makes sense from a realism standpoint.
3. The divergence in max values between planet types is less than the current system (even for farming, if you assume the player has access to Soil Nanites). If anything, this will make the planet types less distinct and more interchangeable.
So I have an error with Domed Cities being built on water/underwater worlds, even after changing this setting to true: "boggledDomedCitiesBuildableOnWaterWorlds":true
I restarted the game a few times, and every time this error shows up: "Error in getUnavailableReason() in Domed Cities. Please report this to boggled on the forums."
I'm assuming it's either because I've already discovered this world (and the code failed to re-check this particular colony(?)), or the function doesn't exactly work. Either way, I hope there's a quick fix for this soon!
Regarding your proposed changes, I can see a few potential issues:
1. You write that the focus for Terran is farming - but since it starts with volatiles and therefore can't slot Soil Nanites, it's actually inferior for farming relative to Jungle and Arid despite their lower max farming values!
2. If the player suppresses the Hot or Cold condition, I think they'll have the expectation that they should be able to turn that planet into a Terran world. Stopping that wouldn't make sense from a lore standpoint. Also, I think all procedurally generated Arid/Desert planets are hot - allowing the player to create Arid/Desert worlds that are cold seems to be incongruent with how the vanilla system works, even if it makes sense from a realism standpoint.
3. The divergence in max values between planet types is less than the current system (even for farming, if you assume the player has access to Soil Nanites). If anything, this will make the planet types less distinct and more interchangeable.
1. I consider soil nanites as form of rare compensation for worse conditions - not a default bonus. I played many games without even finding one. But for compensation there has to be reason for it. I was able to create a jungle food +9 paradise (food +2 from bountiful farmland, another +2 from reflectors, and +2 from soil nanites, +1 from governor, +1 from alpha core, +1 from story point improvement) from barren extremely hot planet. It was hurting my eyes! I hate soil nanites.
2. Well, I was thinking about that too, but currently Arid type has little reason to exist, because it is outclassed by Jungle and Terran (no one cares about traces of volatiles). I was thinking about making Terran type a bit elite but... I got another idea! Terraforming points!
Each planet will have a pool of f.e. 120 terraforming points to spent. Every action will have a cost. Every planet and resource will have a preferred temperature condition:
Terran - normal, Water - normal, Jungle - hot, Arid - hot, Tundra - cold, Freezing - very cold
Food - normal, Organics - hot, Volatiles - cold
Base cost for resource improvement could be 12 points (12 is nice number; can be divided by 2,3,4,6), but if the action is taken outside of its preferred conditions, to the cost will be added another 12 points for every temperature difference step. Suppressing conditions by solar mirrors/reflectors will halve the penalty.
Example 1: Improving volatiles on hot Arid planet will cost base 12 + penalty for volatiles hot to cold difference + 12*2 = 36, but with reflectors: 12 + 24/2 =24 points.
Example 2: Improving food on hot Terran planet with solar mirrors will cost base 12 + 12/2 penalty for food normal to hot difference + 12/2 penalty for improving not normal Terran = 24 points
Example 3: Improving volatiles on very hot Jungle planet will cost: base 12 + 36 penalty for volatiles very hot to cold difference + 12 penalty for improving not on the hot Jungle (no suppression can be made) = 60 points
Example 4: Improving organics on very hot Jungle planet will cost: base 12 + 12 penalty for organics very hot to hot difference + 12 penalty for improving not on the hot Jungle (no suppression can be made) = 36 points
Example 5: Improving food on very hot Jungle planet will cost: base 12 + 24 penalty for food very hot to normal difference + 12 penalty for improving not on the hot Jungle (no suppression can be made) = 48 points
Atmospheric improvements also should have a cost f.e. 12 or 24 points?
Changing planet type - 48 points?
Terraforming points should prevent creating extremely hot/cold monstrosities that i mentioned before. A hope it is doable.
So I'd like to weigh in on my opinion with terraforming. I've lost track how many times it's been changed to date but, I don't particular mind the new system. It's thought provoking in it's own way. That's good, what's a little bizarre to be is the flip from the colony buildings that either suppressed or removed a certain affliction(IE The Terraforming platform for mild and removing extreme weather) for the menu to another item in the interactive menu for planets(With as many mods as me I've actually hit Zero hotkey for options.). Personally I'd like to keep the new math's and strategizing different worlds for different jobs. Though, I would like to see a return of the terraforming platform(With the new limitations in mind IE No mild on jungle or Tundra worlds). I think implementing it in a modifier suppression way instead of just out right removing the problem is cool(Except maybe extreme weather). Like if you have a colony on toxic world, you need an atmosphere processor to keep the toxins away(Could work for pollution or hostile biosphere). I honestly wouldn't mind if completely terraforming a planet was locked behind the Gene labs, I mean when you get a colony it's pretty much game as soon after planet types are little more than an inconvenience. I'd settle the sun if it produced enough volatiles. Hell, I'd terraform it to boot.
If you are talking about confusion - I was already confused with its current model at the beginning, so don't worry about that. Good explanation is everything you need, we players don't always like simple and plastic things. Planetary management in Starsector is simplistic enough. Compare it to Stellaris f.e.
This is an interesting idea and could probably be implemented from a coding standpoint, but I'm not sure it would create a good gameplay experience. Players would be confused and frustrated that their planet can no longer be improved because they ran out of abstract terraforming points, instead of more tangible and realistic limitations based on factors like temperature or the type of planet.So I'd like to weigh in on my opinion with terraforming. I've lost track how many times it's been changed to date but, I don't particular mind the new system. It's thought provoking in it's own way. That's good, what's a little bizarre to be is the flip from the colony buildings that either suppressed or removed a certain affliction(IE The Terraforming platform for mild and removing extreme weather) for the menu to another item in the interactive menu for planets(With as many mods as me I've actually hit Zero hotkey for options.). Personally I'd like to keep the new math's and strategizing different worlds for different jobs. Though, I would like to see a return of the terraforming platform(With the new limitations in mind IE No mild on jungle or Tundra worlds). I think implementing it in a modifier suppression way instead of just out right removing the problem is cool(Except maybe extreme weather). Like if you have a colony on toxic world, you need an atmosphere processor to keep the toxins away(Could work for pollution or hostile biosphere). I honestly wouldn't mind if completely terraforming a planet was locked behind the Gene labs, I mean when you get a colony it's pretty much game as soon after planet types are little more than an inconvenience. I'd settle the sun if it produced enough volatiles. Hell, I'd terraform it to boot.
You have a valid point - the terraforming menu feels sort of like a console command, while building structures such as the Terraforming Platform and seeing them improve conditions is more rewarding. The terraforming menu does have some advantages over buildings though, like being very straightforward and easy for newer players to grasp.
Something I'm considering is linking the subsections of the terraforming menu to specific buildings, and having the project options pop up when the player clicks on the building. For example, if the player clicks on the Atmosphere Processor building, instead of the menu options regarding installing items or AI cores, the various projects will pop up instead. This may not be feasible from a coding standpoint so I'll have to look into it more.
we players don't always like simple and plastic things.
Yep that's me! ;) But I'm little surprised about your way of thinking. Starsector is very complex game in terms of ship building, fleet composition and combat. People are still debating about these things a lot on this forum. There are a lot of questions coming from confused new players as well. It's a niche game for patient, wanting to learn something players, not some mobile and relaxing clicker. Well, that could be reason why this game isn't very popular... Making planetary management a little more complex won't hurt. I hope you will take some "golden mean" from our little discussion here and make this mod even better.we players don't always like simple and plastic things.
I think very few people are willing to read a wall of text on a tooltip...
I really don't.
The UI could use work, but the actual terraforming system in the current version is great! (I presume the requirements and limitations are based on vanilla planet generation?
Yes? It's convenience factor, not a balance one. I could already just hunt down whichever planet has optimal conditions for my needs, or I can invest time and money to not have to.I really don't.
The UI could use work, but the actual terraforming system in the current version is great! (I presume the requirements and limitations are based on vanilla planet generation?
Oh, so you are fine with resource improvement method being basically a free console command with 200 days delay?
Oh, so you are fine with resource improvement method being basically a free console command with 200 days delay?"Free" and "200 days delay" shouldn't be in the same sentence. Time is a resource, and perhaps the most valuable one, at that.
You have a valid point - the terraforming menu feels sort of like a console command, while building structures such as the Terraforming Platform and seeing them improve conditions is more rewarding. The terraforming menu does have some advantages over buildings though, like being very straightforward and easy for newer players to grasp.
Something I'm considering is linking the subsections of the terraforming menu to specific buildings, and having the project options pop up when the player clicks on the building. For example, if the player clicks on the Atmosphere Processor building, instead of the menu options regarding installing items or AI cores, the various projects will pop up instead. This may not be feasible from a coding standpoint so I'll have to look into it more.
...I can invest time and money to not have to.And I'm just asking for that money part. It could be a simple credit pay, building built or upgraded, resource spent, item installed, terraforming point spent... anything that will make the player feel rewarded. If that money part could also fix some nasty things like +9 food +5 organic Jungle very hot planet, it would be great.
Farmland improvement could be barred behind Genelabs, while Organics/Volatiles improvement should maybe require a new "Resource Pressurizer" structure. That kind of thing.I like that idea. As for time as resource, I remember old versions of mod where terraforming time was much, much longer and it was also a balance factor.
I really don't.
The UI could use work, but the actual terraforming system in the current version is great! (I presume the requirements and limitations are based on vanilla planet generation?
Keep up the good work though- One of my favorite mods on the forums and use it every time I play. Thanks for all the hard work.
terraforming that shapes and reflects being perfect to the industries that the location specializes in
So could the Domed Cities be turned into an upgrade of Population now? Yunru had managed to add a structure version of the Commerce which is then updated into an actual industry. Or maybe that could be and advanced version that you have to find blueprint for first - honestly I don't like that terraforming is a little bit too slow (but not as slow as it used to be) but it would be nice if some options would be locked behind exploration content or having contacts within major factions.
BTW, shouldn't Domed Cities demand some organics/metals to maintain them?
I think Population and Infrastructure requires organics in vanilla if the planet isn't habitable. I don't think requiring metals makes sense because once the domes are built, there wouldn't appear to be an ongoing need for large amounts metals.
Thank you for fixing the water world Dome so quickly! You're the best! ;D
Bug Report
I've been encountering a strange issue with the pre-spawned stations in my world. For some reason, certain stations (mining/siphon/astropolis, I couldn't tell which one it was. actually, it might've been an AI battlestation) could sometimes overlap a certain colony. So when I check out the station via the sector map (show colony info thing), it would redirect me to the planet that it's orbiting instead. I have to manually fly up to the station itself in order to access its market. (oh and also the station's market does not show up on my colony list)
I've only encountered this issue for pre-generated stations (since I found out it was buggy at the start of the game, so I decided to never build one by myself).
Hey! Been using the mod for a while, its amazing. Just noticed in my current save I havent gotten Penelope's Secret at all, and the option to build Astral gates isnt there. Were Astral Gates and the quest related to them removed?
Sorry if you already answered this, but is this mod compatible with existing saved games?
Heyyy, made an account just for this, but on domed cities after I input yes for water world. It said in its descrpition
"Error in getunavailableReason() in Domed cities"
When I switched it back off, It stayed that way despite me not saving after doing le waterworld. I understand that I may have *** everything over by typing something in the code accidentally, but I thought I might as well report it anyway :)
Is there anything I need to send over to help? As I saw others sending code screens shots and such when they reported their bugs.
SpoilerIs it alright if I suggest some QoL changes (mostly tooltip displays), to make the mod more intuitive for players.
(these are simply function descriptions, but players had to dig through the older changelogs in order to understand what certain mechanics do)
QOL
Atmosphere Processor
- Display potential terraforming options when this structure is installed on the colony, kind of like a yellow-text "Countering the effect of...." manner. (for atmospheric/toxic-removal/planetary type terraforming)
- A.I. core option. Higher core, lower upkeep cost. Alpha could give bonus to agriculture bonus/lower hazard rating.
- SP Improvement option(?), although this is more of a temporary structure, so I don't think it's worth spending points in long-term.
Volturnian Lobster Pens
- As it currently stands, there isn't really much of a need for Volturnian Lobsters.
- Creates a reactive "lobster needs" for colonies surrounding the producer colony of Volturnian Lobsters.
Genelab
- Displays potential "Volturnian Lobster seeding" effect on water worlds, and the 200-days requirement (labeled as yellow text(?)). It wouldn't even be strange to move the lobster production under this Genelab for categorization purpose.
- On polluted planets, display the yellow text that says that it would counter the effect of "Pollution".
- Include a day countdown until the pollution is dissolved.
- The day countdown can either be in the form of % (Planet Cracker, CHAMELEON), or days-format (Volturnian Lobster seeding)
- For terraforming, show potential terraforming options that the planet can undertake once this structure is built. (increase ore finds, valid for terraforming to a different planet type, reduce certain hazardous element, etc.)
Mesozoic Park
- Add more flavor text (and types in the future) for the different type of Mesozoic parks on different planet conditions.
- e.g.
- Water worlds: "The combination of lack of landmass and ideal temperature condition created the perfect aquarium for both colossal sea creatures and underwater organisms to thrive with ease."
- Those flying dinosaurs world (originally I thought it was Floating Continent, but apparently not): "The sky is the limit, and these [bird dinosaurs] spread their wings in fervor as they leaped toward the ever-stretching horizon."
- The green triceratops world: "The abundance in vegetation allows even the smallest of herbivores to munch on plants in solitary and peace."
- Add more Mesozoic park types for Extreme Heat/Cold (thick furs, or tree-swingers), Parasitic Spores (maybe hug-liking empathic animals, like a colossal panda), and Underground Network/Magnetic Crust (underground-thriving organism, like giant centipedes and rolly-polly)
Domed Cities
- It's underwater. It's blue. And there's fishies, jellyfish, and seaweed floating around!
Stellar Reflector Array
- Display potential options for terraforming when installed on the colony (planet-type change, reducing hazard effects, etc.).
- A.I. core option to lower upkeeps. Better cores, lower upkeep cost.
- SP Improvement option(?)
Massive Solar Collectors
- SP Improvement option for this industry.
- Tooltip text as to why the industry is producing +1/+2 more Capacitators.
Medical Center
- SP Improvement option for this industry. (doesn't have to be colony growth, could be stability/-25% hazard rating. Or even increase max colony size limit!)
- When built, reactively creates a need for Cloned Organs produced by this colony for surrounding colonies. (although this might've already been implemented, if so then the Volturnian Lobster need should be able to use the same coding system)
Roider Dives
- Tooltip displaying that it can be upgraded to Union HQ, when the BP is found.
Ismara's Sling/Asteroid Processing
- Tooltip display for the type of planets that it can terraform from Planet type A to Planet type B.
- A.I. core option. Lower upkeeps depending on A.I. core level.
- SP Improvement option (?) although this is a temporary structure until the sector's terraformation is complete.
Planet Cracker
- This structure feels forgotten. But maybe an artwork update (replacing the black background with maybe starry, interstellar sky).
- A.I. core option (lower upkeep cost), and maybe SP Improvement option(?)
Planetary Agrav Field
- A.I. core and SP Improvement options.
Magnetoshield
- A.I. core and SP Improvement options.
Terraforming options
- When changing planet type, display what the new planet type would gain/lose.
- When improving resource deposit, display the improvement (e.g. from +0 Volatile to +1 Volatile).
- In the planet type change page, add more planet options (Continental, Auric, Alkali, Magnetic, Archipelago, Terran Eccantric, Crimson, etc.)
- Maybe add a resource needed/cost requirement when changing a planet to a more unique type.
- A completely-randomize planet option would be pretty fun. Basically put together a bunch of Alpha A.I. cores in a meeting room, and then let it decide what to do with the entire planet, under the reasoning of "letting the A.I. choose the most optimal solution".
- Some sort of gas giants terraform outside of resource deposit improvement. Maybe creating a Floating Continent so that players can build Domed Cities since there's now a solid ground. (at the expense of lots of materials)
Additional Feature ideas
- Temporary anti-Extreme Heat/Cold structure.
- Create a budget version of Coronal Hypershunt / Cryorevival Factory as a orbiting station (with only the efficiency of 10-30% of the Domain-era original). Still expensive to build, though.
[close]
I think that's all the ideas that I have off the top of my head. I hope you'll find some of these ideas amusing!
Hey OP i dont think stellar reflector array should increase ludditism by 10, its basically just a big semi smart mirror, i think 2 or 4 would be more appropriate
Suggestion : make the defensive malus from domed cities equal to the bonus provided by planetary shields, so they balance each other out of sorts.
Boggled, this is kind of a tangent but I've always been curious - where did you find (come up with?) the name "Kletka Simulator"? It's such an intriguing concept and I've never seen anyone else give it that or any other name.
Is there a way to increase the number of stable locations in a system, even if there already are some there? I want to build inactive gates in more places, but current stable location mechanics prevent me from doing so, and I can't use the ones that are there without going to war with the other factions when I really only want to build an off-ramp to their markets.
Where and what to disable for better compatibility with
DIY Planets ?
In the newest version, is there any way of terraforming volcanic planets? Used to be a settings file item for allowing any changes I think...I couldn't find one similar with the revamp.
Is it just me or are Domed Cities kinda not useful (the main legitimate combo would be with the Mesozoic Park)? Why use those when you can just use the Atmospheric Processor, click the option you want, wait and get a permanent improvement? Speaking of, it feels like atmosphere transformation is a bit too easy, maybe a design where you need to install some special items into the processor, depending on what hazard you want to get rid off, would work better? Making the items limited-use would also make the whole process feel more special and not just like some routine that I will just do on most of my colonies eventually.
Is there any chance you might be able to tweak stable orbit construction systems? To give them a variable construction time to
the series of options (makeshift 7days/domain era 14/inactive gate 60 or 120)? Considering they're often tied in to a colony system as fleet assets and benefit traffic for the player to an from. I feel it's a sensible idea to give them a construction time along with the material requirements versus an instant build.
At the very least constructing an inactive gate option should have a timer to build and on par with the time it takes to build an orbital station. Instant build jump gate feels quite broken, an given the materials required. Not at all hard to pack around those requirements while roaming the fringes salvaging. Instant jump to core worlds, or nearest depot system to dump/resupply or avoid a sudden threat.
Another solution that fits into lore (and bypasses the issue with no in-construction gate sprites) would be some way to construct a 'gate-hauler' to move a nearby gate into a system.
We don't have anything that indicated a gate is tied to a specific location in spacetime and it's pretty obvious (but waived for game play's sake) that sector tech isn't anywhere near constructing a new one. Putting a assload of rockets/a big jump drive on an existing one to move it? Still a huge undertaking, but theoretically doable.
https://fractalsoftworks.com/2017/08/16/a-true-and-accurate-history-of-the-persean-sector/
> Third wave of autonomous exploration motherships, sporeships, etc. dispatched. Includes the Gate Haulers of legend, which spread nodes of the Gate network.
Is it possible to actively 'move' space objects like Gates? You could have an AI fleet (or your own fleet) appear to 'haul'/ drag the gate out of the system, with suspension of disbelief doing the rest. If you have them right on top of the gate while it's moved it should look pretty good!
If that's not possible, maybe a fake ship with the sprite of a Gate that gives the appearance of one being moved by the fleet, that's added when you interact with the gate to move it, and restricts your speed/increases your fuel consumption.
Hey boggled, just wanted to say thank you for the great mod and all the work you've put into it!
More questions Boggled. :D
How does this mod differ from DIY Terraforming? Are they compatible?
Do they both handle stations as well, or does DIY only focus on terraforming?
More questions Boggled. :D
How does this mod differ from DIY Terraforming? Are they compatible?
Do they both handle stations as well, or does DIY only focus on terraforming?
TASC and DIY Terraforming are compatible only if you disable terraforming in TASC using the settings file.
Ismara Sling isn't buildable on an Ice Giant. Is this intended behavior given that Ice giants are... well... giant balls of ice?The "ice" in "ice giant" refers to "ices" in the planetary science sense (https://en.wikipedia.org/wiki/Volatiles).
More questions Boggled. :D
How does this mod differ from DIY Terraforming? Are they compatible?
Do they both handle stations as well, or does DIY only focus on terraforming?
TASC and DIY Terraforming are compatible only if you disable terraforming in TASC using the settings file.
....didn't actually know this. Any way to get them to look for each other, and apply appropriate settings if they're both enabled?
I mean... because going in and manually changing it. 'Cause I bet a lot of other folks didn't know that either.
Not to suggest that it isn't in the Compatibility section, but rather that it's an easy setting to miss when setting everything up.
well,how to build those stations?i just cant find a menu\button responding.
More questions Boggled. :D
How does this mod differ from DIY Terraforming? Are they compatible?
Do they both handle stations as well, or does DIY only focus on terraforming?
No it's not so much how the auto configuration process works. With TASC you build a colony then processor an start terraforming, does DIY have a different process that doesn't require a colony build or do they apply a similar function to begin the process. TASC feels very simple, which to me is perfectly fine. I was just curious if DIY's process was a longer or more invested endeavor is all, or more complex.
TASC and DIY Terraforming are compatible only if you disable terraforming in TASC using the settings file.
....didn't actually know this. Any way to get them to look for each other, and apply appropriate settings if they're both enabled?
I mean... because going in and manually changing it. 'Cause I bet a lot of other folks didn't know that either.
Not to suggest that it isn't in the Compatibility section, but rather that it's an easy setting to miss when setting everything up.
I think trying to explain how the "auto configuration" works would be more complex and confusing than the current system. Besides, I doubt many players will decide to install two mods with overlapping major features without bothering to read the compatibility section.
Any way to make a cold planet extremely cold? Stellar Reflectors say they normalize the temperature, but why not put up a shade over a Cold world to make a more ideal environment for specific endeavors?
Do Kletka Sims keep producing cores if the colony is granted autonomy?
// Abandoned orbital terminal.
SectorEntityToken derelictTerminal = system.addCustomEntity("mariegalante_station", "Orbital Terminal", "station_side03", "neutral");
derelictTerminal.setCircularOrbitWithSpin(system.getEntityById("istl_planet_mariegalante"), 210, 240, 45, 7, 21);
derelictTerminal.setInteractionImage("illustrations", "space_wreckage");
derelictTerminal.setCustomDescriptionId("station_mariegalante");
[...]
//Two small pirate stations, pirate when market perf improves.
SectorEntityToken derelictPatrol = system.addCustomEntity("patrol_station", "Patrol Station", "station_side05", "neutral");
derelictPatrol.setCircularOrbitWithSpin(system.getEntityById("kostroma"), 225, 4400, 210, 9, 27);
derelictPatrol.setInteractionImage("illustrations", "space_wreckage");
derelictPatrol.setCustomDescriptionId("station_pirate1");
SectorEntityToken derelictCustoms = system.addCustomEntity("customs_station", "Customs Port", "station_side05", "neutral");
derelictCustoms.setCircularOrbitWithSpin(system.getEntityById("kostroma"), 345, 4400, 210, 6, 18);
derelictCustoms.setInteractionImage("illustrations", "space_wreckage");
derelictCustoms.setCustomDescriptionId("station_pirate2");
public static boolean colonizableStationInSystem(SectorEntityToken playerFleet) {
Iterator allEntitiesInSystem = playerFleet.getStarSystem().getAllEntities().iterator();
while (allEntitiesInSystem.hasNext()) {
SectorEntityToken entity = (SectorEntityToken) allEntitiesInSystem.next();
if (entity.hasTag("station") && entity.getMarket() != null && entity.getMarket().hasCondition(Conditions.ABANDONED_STATION)) {
return true;
}
}
return false;
}
This is a great mod, many thanks for it.
I was playing with Dassault-Mikoyan Engineering v.1.6a, rollplaying to restore an decivilized colony to its full potential : Marie-Galante and the whole Kostroma system.
There are several abandoned stations in this system, but none could be used with Colonize Abandoned Station, the tooltip saying the station was in extreme disrepair state.
After some code investigation, I understood that the problem is these stations are not created with any market with the abandoned station condition, I am right ?Is there a way (edit save file, command to add market, ...) to be able to colonize such station ? Or must I (or the mod owner) update these station creation in Dassault-Mikoyan Engineering mod with a market ?SpoilerExtract from Kostroma.java from Dassault-Mikoyan Engineering v.1.6a :Code// Abandoned orbital terminal.
SectorEntityToken derelictTerminal = system.addCustomEntity("mariegalante_station", "Orbital Terminal", "station_side03", "neutral");
derelictTerminal.setCircularOrbitWithSpin(system.getEntityById("istl_planet_mariegalante"), 210, 240, 45, 7, 21);
derelictTerminal.setInteractionImage("illustrations", "space_wreckage");
derelictTerminal.setCustomDescriptionId("station_mariegalante");
[...]
//Two small pirate stations, pirate when market perf improves.
SectorEntityToken derelictPatrol = system.addCustomEntity("patrol_station", "Patrol Station", "station_side05", "neutral");
derelictPatrol.setCircularOrbitWithSpin(system.getEntityById("kostroma"), 225, 4400, 210, 9, 27);
derelictPatrol.setInteractionImage("illustrations", "space_wreckage");
derelictPatrol.setCustomDescriptionId("station_pirate1");
SectorEntityToken derelictCustoms = system.addCustomEntity("customs_station", "Customs Port", "station_side05", "neutral");
derelictCustoms.setCircularOrbitWithSpin(system.getEntityById("kostroma"), 345, 4400, 210, 6, 18);
derelictCustoms.setInteractionImage("illustrations", "space_wreckage");
derelictCustoms.setCustomDescriptionId("station_pirate2");
Extract from boggledTools.java form Terraforming and Station Construction v8.0.2 :Codepublic static boolean colonizableStationInSystem(SectorEntityToken playerFleet) {
Iterator allEntitiesInSystem = playerFleet.getStarSystem().getAllEntities().iterator();
while (allEntitiesInSystem.hasNext()) {
SectorEntityToken entity = (SectorEntityToken) allEntitiesInSystem.next();
if (entity.hasTag("station") && entity.getMarket() != null && entity.getMarket().hasCondition(Conditions.ABANDONED_STATION)) {
return true;
}
}
return false;
}[close]
(Double posted in Dassault-Mikoyan Engineering and Terraforming and Station Construction threads)
Runcode SectorEntityToken fleet = Global.getSector().getPlayerFleet(); StarSystemAPI system = (StarSystemAPI)fleet.getContainingLocation(); Misc.setAbandonedStationMarket("mariegalante_station_market", system.getEntityById("mariegalante_station"));Misc.setAbandonedStationMarket("patrol_station_market", system.getEntityById("patrol_station")); Misc.setAbandonedStationMarket("customs_station_market", system.getEntityById("customs_station"))
hey is this mod compatible with industrial evolution mod ?
Heya Boggled
First off I'd like to thank you for creating this mod. It's permanent resident in my mod list :D
I wondered if it is within the scope of this mod, to be able to convert a Nexerelin outpost to a station?
I think it would make some interesting settle options available to the player :)
Regards
PB
If I Deciv a station, will it have ruins if I recolonise it?
ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Error loading [data.campaign.econ.plugins.BoggledEuteckSpecialItemPlugin]
java.lang.RuntimeException: Error loading [data.campaign.econ.plugins.BoggledEuteckSpecialItemPlugin]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.campaign.econ.plugins.BoggledEuteckSpecialItemPlugin
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
When i try to launch the game with only this mod enabled, it crashes and gives an error. Heading over to the log, this is what it gives near the bottom.CodeERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Error loading [data.campaign.econ.plugins.BoggledEuteckSpecialItemPlugin]
java.lang.RuntimeException: Error loading [data.campaign.econ.plugins.BoggledEuteckSpecialItemPlugin]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.campaign.econ.plugins.BoggledEuteckSpecialItemPlugin
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
When i try to launch the game with only this mod enabled, it crashes and gives an error. Heading over to the log, this is what it gives near the bottom.CodeERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Error loading [data.campaign.econ.plugins.BoggledEuteckSpecialItemPlugin]
java.lang.RuntimeException: Error loading [data.campaign.econ.plugins.BoggledEuteckSpecialItemPlugin]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.campaign.econ.plugins.BoggledEuteckSpecialItemPlugin
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
This occurs when you update TASC without deleting the old mod folder first. Delete the TASC mod folder and re-download it to fix the crash.
So I am a dingus and I built a gate in a system that already has one. Am I able to destroy the gate that I made to get the stable location back?
You would have to use console commands to remove it. I'll add a check in the next update to prevent construction of gates if one already exists in-system.
You would have to use console commands to remove it. I'll add a check in the next update to prevent construction of gates if one already exists in-system.
Thank you for the quick reply! Do you, by any chance, know which command will remove the gate?
Noticed Stellar Reflector Array increases Pather interest by +10. Is this bugged or intentional? It's 2.5x an alpha core's impact, which seems steep.
Otherwise, I quite like the options this mod provides to tweak colonies, and it works well paired with Industrial Evolution.
If I colonize an abandoned station within a faction's territory, will they still send punitive expeditions and satbomb it?
Noticed Stellar Reflector Array increases Pather interest by +10. Is this bugged or intentional? It's 2.5x an alpha core's impact, which seems steep.
Otherwise, I quite like the options this mod provides to tweak colonies, and it works well paired with Industrial Evolution.
I'm glad you're enjoying the mod!
Yes, that's intended. I think the Pathers hate terraforming based on their attack on Mairaath, but perhaps the value is too high. Do you think +3 or +6 would be more appropriate?
If I colonize an abandoned station within a faction's territory, will they still send punitive expeditions and satbomb it?
I don't think building or recolonizing stations will trigger satbombing, but I haven't tested it on the most recent vanilla patch. Let me know what happens!
Does one need to disable *all* terraforming in this mod to be compat with DIY planets? the domed cities and genelabs and mezoic park are all nice stuff id like to have while still using DIY
... Why does it need updating? (As opposed to being nice to have.)
Future plans:
- Allowing Remant battlestations to spawn their own patrols around your colony.
- Construction of coronal hypershunts.
- Terraforming in starless systems using the fusion lamp.
- Crafting special items using Domain-era artifacts.
- Unique buildings that demand Domain-era artifacts.
... Why does it need updating? (As opposed to being nice to have.)Quote from: BoggledFuture plans:
- Allowing Remant battlestations to spawn their own patrols around your colony.
- Construction of coronal hypershunts.
- Terraforming in starless systems using the fusion lamp.
- Crafting special items using Domain-era artifacts.
- Unique buildings that demand Domain-era artifacts.
I also feel that the mod is in a really good place right now and wouldn't hurt much if we never saw any of that, but some of these would be cool to have. Especially the crafting system for me. The academics aren't very reliable and I had situations when I didn't have the colony item I wanted even after exploring basically the entire sector and using your modded Tech-Mining on vast ruins for nearly a decade's worth of cycles.
Sorry for the delay in updating the mod. I just haven't had much time to work on it recently, but once I do the crafting system will be the first new feature to be implemented. Thank you for your continued patience!
Sorry for the delay in updating the mod. I just haven't had much time to work on it recently, but once I do the crafting system will be the first new feature to be implemented. Thank you for your continued patience!
Sorry for the delay in updating the mod. I just haven't had much time to work on it recently, but once I do the crafting system will be the first new feature to be implemented. Thank you for your continued patience!
Take your time. I do have a small request if its no pain when you update; while console commands let me do it just fine, a way to terraform away from having any volatiles on a planet would be nice. Since Soil Nanites cant work on worlds with volatile deposits terraforming <something> into Terran can result in a missed chance to use it.
Would be neat if the terraforming project requirements would correctly recognize existing solar reflector arrays: https://imgur.com/a/kRqzVVy
Finding a decent planet with a built-in array ought to be a good thing, after all.
A QoL suggestion on interaction between this mod and Industrial EvolutionYou can do that already via Courier Port.
Kletka and Supercomputer are a match made in Hell (the last, frozen layer of it). They fit perfectly together. Could it be possible to allow Kletka to store made AI cores directly into Supercomputer's storage? Make it toggleable, ofc, maybe with some specific settings (I don't wanna my alpha AIs to get crunched when I need them for my other industries!)
Not using Adjusted Sector at the moment, so I believe it is just a planet from the standard system generation.
I am running Lights Out, but all the moons that mod generations have an id that starts with sstc, which is not the case for the planet in question (Foundation): https://imgur.com/a/yO0fQeG
I believe this is a standard generated planet with the vanilla reflector array condition.
Ah, that must be it.
I just checked, and found the auto-placement config was indeed set to false, so there's no building but there is the condition with +2 to farming.
So it makes sense that terraforming would fail if it is looking for the building.
That said, I feel like it would be neat if the terraforming requirements were based on the condition rather than the structure, since one could argue that part of the bonus of finding a planet with an Domain era array could be that it doesn't require a building slot or upkeep like an array constructed with current technology.
Really enjoying the mod. Probably a dumb question, but for the 8.1 update in mentioning it's not backwards compatible does that also mean it's not update compatible from 8.0.2?
Really enjoying the mod. Probably a dumb question, but for the 8.1 update in mentioning it's not backwards compatible does that also mean it's not update compatible from 8.0.2?
Yes, that's correct. You could try it and see what happens, but I can't guarantee that you won't experience game breaking bugs. Sorry!
Did a light run on a previous version save (8.0.2) with Terraforming off (running DIY Planets mod) and haven't had a crash yet.
It loaded up well and fine with the new changes (crafting menu exists, gate construction reqs in place).
I was just wondering if it's possible to implement the crafting of DIY Planets consumable terraforming artifacts to the new crafting system?
I understand if it isnt a feasible option since the mod dev for DIY seems to be in hiatus and the stability of that mod is in question.
Did a light run on a previous version save (8.0.2) with Terraforming off (running DIY Planets mod) and haven't had a crash yet.
It loaded up well and fine with the new changes (crafting menu exists, gate construction reqs in place).
I was just wondering if it's possible to implement the crafting of DIY Planets consumable terraforming artifacts to the new crafting system?
I understand if it isnt a feasible option since the mod dev for DIY seems to be in hiatus and the stability of that mod is in question.
I don't think it's a good idea to implement crafting of special items from other mods. The main problem is that the special items from other mods could be changed or removed at any time, which could cause my mod to not work properly until I issue a patch.
Hi just wanted to save love your mod. Been using it since I've started playing. One QoL thing I was hoping you could add is the ability to cancel terraforming? Sometimes I click add volatiles on a planet that I plan to use soil nanites on and there's no way to cancel it except to choose another terraforming option.
Hi! Love your mod. I do think being able to just craft any item right from the start is a bit broken. What do you think of a system that requires the player to find the item first and sacrifice said item in an industry in order for your scientists to reverse engineer them, then the player will unlock the ability to craft the item? Just a suggestion, great mod regardless and thank you for your work!
Hi just wanted to save love your mod. Been using it since I've started playing. One QoL thing I was hoping you could add is the ability to cancel terraforming? Sometimes I click add volatiles on a planet that I plan to use soil nanites on and there's no way to cancel it except to choose another terraforming option.
You can also "cancel" terraforming projects by causing one of the requirements to become false, which will keep the project stalled indefinitely.
That being said, I'll add an option to cancel the current terraforming project in the next patch. Thanks for your feedback and I'm glad you're enjoying the mod!Hi! Love your mod. I do think being able to just craft any item right from the start is a bit broken. What do you think of a system that requires the player to find the item first and sacrifice said item in an industry in order for your scientists to reverse engineer them, then the player will unlock the ability to craft the item? Just a suggestion, great mod regardless and thank you for your work!
I'm glad you like the mod!
I think it's not accurate to say the player can craft anything they want right from the start, since the requirements for crafting are a size 5 colony and Orbital Works with a pristine nanoforge installed. The player will not be able to start crafting until they've reached the late game and probably already have several special items.
I do think some additional requirements might be appropriate to make the system more interesting. I don't think "sacrificing" items to get a blueprint is a good idea, since the player will only need a single copy of many of the special items, and may be unable to find even a single copy of some items.
I'm considering adding a requirement that each item crafted costs two story points in addition to the other requirements. This will force the player to choose between crafting special items, improving their buildings, or doing other stuff like putting permanent mods in their fleet. What do you think about that?
Hey,
First of all: great mod, I've been using it forever! I know that this mod used to give you the option to build your own gates, iirc it was removed or disabled at one point. Is there any way to turn it back on? Keep up the great work :)
Hey,
First of all: great mod, I've been using it forever! I know that this mod used to give you the option to build your own gates, iirc it was removed or disabled at one point. Is there any way to turn it back on? Keep up the great work :)
You can still build your own gates! You have to complete the main quest first, or edit the settings file to disable the main storyline completion check.
Can NPC's use gates you build?
Can NPC's use gates you build?
No, wouldn't make sense with Starsectors current main story
Can NPC's use gates you build?
No, wouldn't make sense with Starsectors current main story
Yeah but this is a mod. It would be kinda cool if you are in an alliance with a faction(i think there's a mod that does this) and allow them the use of your gates.
Love the mod, been using it for a while now and it just keeps getting better. Have you considered making the Stellar Reflector Arrays built on satellite bodies track the main star and face toward it like it does for regular bodies?
Love the mod, been using it for a while now and it just keeps getting better. Have you considered making the Stellar Reflector Arrays built on satellite bodies track the main star and face toward it like it does for regular bodies?
In vanilla, satellite bodies (ex. Eochu Bres) have the stellar reflectors orbiting at 120 degree intervals, rather than facing the star. I'm trying to mimic that placement for satellite bodies when I generate my own reflectors.
Love the mod, been using it for a while now and it just keeps getting better. Have you considered making the Stellar Reflector Arrays built on satellite bodies track the main star and face toward it like it does for regular bodies?
In vanilla, satellite bodies (ex. Eochu Bres) have the stellar reflectors orbiting at 120 degree intervals, rather than facing the star. I'm trying to mimic that placement for satellite bodies when I generate my own reflectors.
Makes sense. I'll just modify it on my end then. Love the new item crafting, its nice to be able to make what you need rather than using a mod like Slightly Better Tech Mining, since that just creates absurd piles of colony items.
Anyway to make it so that trying to craft from an Astropoli wouldnt just show nullpointerexceptions?
Does disabling the Terraforming also diasble the dome cities? they seem useful.
Love the mod, been using it for a while now and it just keeps getting better. Have you considered making the Stellar Reflector Arrays built on satellite bodies track the main star and face toward it like it does for regular bodies?
In vanilla, satellite bodies (ex. Eochu Bres) have the stellar reflectors orbiting at 120 degree intervals, rather than facing the star. I'm trying to mimic that placement for satellite bodies when I generate my own reflectors.
Makes sense. I'll just modify it on my end then. Love the new item crafting, its nice to be able to make what you need rather than using a mod like Slightly Better Tech Mining, since that just creates absurd piles of colony items.
Thanks, I'm glad you're enjoying the mod!Anyway to make it so that trying to craft from an Astropoli wouldnt just show nullpointerexceptions?
Thanks for reporting this. I'm going to release a backwards compatible patch later today to fix it. Sorry about the inconvenience!
Hi, I love the mod and I have a quick question. I've just constructed two Astropoli, is there a setting or edit I can make to change the sprite the Astropolis station uses? My faction is almost exclusively high-tech, so I'd love to be able to use station_hightech3 which is much bigger and on-brand than station_lowtech1. Or if this is a function already in the game, point me in the right direction?
Sir, may I ask for your permission to translate your mod into Chinese and update it to the Chinese Starsector Forum(https://fossic.org) with your author infomation?
Sir, may I ask for your permission to translate your mod into Chinese and update it to the Chinese Starsector Forum(https://fossic.org) with your author infomation?
Yes, you have my permission. Please let me know if I can help in any way. Thanks!
Apologies for a noob question.
I've been using this mod for a while now, and it's one of the more impressive and well made one's! However, after looking at the other terraforming mod ([0.95a] DIY Planets - Terraforming and more!), I noticed that one offer more options for creating the planet types that I need.
Is there a way to remove the extreme modifiers to completely terraform planets? If not, how do I disable terraforming, so that I can retain most features from this mod? I'm not sure a tasc is....
Setting.json? and then just replace true with false?
Where does cloning come from? Is it a vanilla thing or do i need a mod? I'll take any method to increase pop growth lol.
Hi, I love the mod and I have a quick question. I've just constructed two Astropoli, is there a setting or edit I can make to change the sprite the Astropolis station uses? My faction is almost exclusively high-tech, so I'd love to be able to use station_hightech3 which is much bigger and on-brand than station_lowtech1. Or if this is a function already in the game, point me in the right direction?
There's no settings option to swap the sprites.
You can replace the image files in the vanilla starsector graphics folder, which is where the astropoli sprites are loaded from, but the lights overlay may not work correctly and other mods that rely on those sprites may also stop working correctly.
Hello all, sorry for the noob question but how do I construct stations? I have terraforming all figured out but I can't seem to figure out stations.
Hi, I love the mod and I have a quick question. I've just constructed two Astropoli, is there a setting or edit I can make to change the sprite the Astropolis station uses? My faction is almost exclusively high-tech, so I'd love to be able to use station_hightech3 which is much bigger and on-brand than station_lowtech1. Or if this is a function already in the game, point me in the right direction?
There's no settings option to swap the sprites.
You can replace the image files in the vanilla starsector graphics folder, which is where the astropoli sprites are loaded from, but the lights overlay may not work correctly and other mods that rely on those sprites may also stop working correctly.
That'll work just fine, thank you for the advice. If you take suggestions, it might be a cool feature if the astropolis's appearance was based on the tech level / size of the defense station built around it, just for some extra visual fluff.
will the domain crafting work with xlu's battle yards or only with orbital works?
Can i craft industrial evolution items using the domain era artifacts?
Hi sorry if this question has already been asked, is there any way to colonise the Abandoned Spacedock near Chalcedon?You have to add an actual market to that one. As every station that could be used for storage is one technically. No idea what commands you have to use unfortunately.
Is there anyway I can edit the settings to enable me to colonise it?
Thanks
Hi sorry if this question has already been asked, is there any way to colonise the Abandoned Spacedock near Chalcedon?You have to add an actual market to that one. As every station that could be used for storage is one technically. No idea what commands you have to use unfortunately.
Is there anyway I can edit the settings to enable me to colonise it?
Thanks
im not sure if you can do anything about this, the mod treats debris fields the same as siphon stations so you cant build a siphon if a field is too close to the gas giant. might also consider the orbital-star fortresses(or specifically lane state stations) as a block for siphons. if not then i have no idea whats blocking the other location.
is this is a moment where its trying to say the area is blocked but used the default "the siphon station already in use?"
Even if I have heavy industry with pristine nanoforgeafter in my habitable colony, I can use the GeneLab to remove pollution after I update it to orbital works.
Is this a bug?
I'm not sure I understand the situation you're describing. Can you post a screenshot of it with the Construct Siphon Station tooltip visible?
I'm not sure I understand the situation you're describing. Can you post a screenshot of it with the Construct Siphon Station tooltip visible?
gas giant + debris field = gas giant already has siphon station. image 1; tooltip. image 2; debri field. couldnt get entire gas giant due to attachment restrictions.
to the best of my understanding this is the issue;
im not able to make the siphon station because the gas giant "already has one" but all it has is a debris field and 3 astropolis. due to an issue described more later i always try to build the siphon stations first so as far as i can tell the only thing blocking me from building this could have been the debris field that was generated during sector creation.
ive been unable to get a repeat of this issue so i cant provide a photo of it and am probably wrong about the cause of the issue;
on a previous run i built an orbital station from the lane state union, blue mod by Protonus, first because i couldnt afford a siphon station. when i finally tried to build the siphon station i got the same tool tip message about gas giant only supporting one siphon station. which is why the siphon is super cheap now so i can build it before anything else.
Hi, I have a quick question... when I got to improve crop yield on a Terran world it tells me I don't have large amounts of water. Am I doing something wrong? Pretty sure the planet got plenty of water. Is there a way to add water? Do I need to build something?
I'm unable to replicate the bug you experienced where the debris field was blocking siphon station construction. Was the gas giant procedurally generated or part of the core worlds?
I'm unable to replicate the bug you experienced where the debris field was blocking siphon station construction. Was the gas giant procedurally generated or part of the core worlds?
sorry i should have included this sooner, im doing the armaa sleepers start from the Arma Armatura mod by shoi which adds a system near the top right of core. i was able to add a siphon to the gas giant that gets spawned in with this start in my other run but not this one which is what led me to assume it was the debris spawning next to it. the last time i did this start the system spawned in at a different location in the top right then it did this time.
gl looking into it, i hope its not some weird interaction from the various mods i have.
edit 1: spelling
edit 2: between the previous run and now the arma armature has updated so it could be something from that mod causing issues. ive done 2 restarts and both large / small sector have the debris spawning next to the gas giant and the tooltip about there already being a siphon station there.
Not sure this has been asked before, but can we get underground cities for plents with extreme heat or extreme cold? Similar to Sindria?
I have a question regarding the overwrites for vanilla market conditions in market_conditions.csv.
Will they still be used even if I disable all terraforming features that relate to them (I disabled everything except being able to create mining stations in the settings file, including the "no atmosphere" change) ?
I ask because they seem to be applied regardless (different icon for solar array condition for example), and I'm scared they might interact poorly with some other mods (i.e if the ruins overwrites are to change their drops).
Besides that, thanks for this great mod. I think that you should update the features section of the first post eventually, much that has been added over time isn't there and new players may not realize just how much this mod can add to the game!
I'm glad you're enjoying the mod!
Yes, the condition overrides are still applied even if the related features are disabled. As far as I know, there are no compatibility problems with any other mod related to the condition overrides, and they don't change drop tables. If you're still worried, you can delete or comment out all the conditions in the market conditions csv file to stop the overriding.
I've tried to keep the features page updated - what features did you notice are missing?
I'm glad you're enjoying the mod!
Yes, the condition overrides are still applied even if the related features are disabled. As far as I know, there are no compatibility problems with any other mod related to the condition overrides, and they don't change drop tables. If you're still worried, you can delete or comment out all the conditions in the market conditions csv file to stop the overriding.
I've tried to keep the features page updated - what features did you notice are missing?
The newer structures that require the user to enable them in the settings for example, like the Harmonic Damper or the Planet Cracker - unless a player looked at past changelogs, they may not know about them without having already downloaded the mod and looked at its files.
I have another question and a piece of feedback:
Do stations built in a system already claimed by another non-commissioned faction eventually trigger the launch of saturation bombardment fleets the same way planetary colonies do? Or are they exempt from that rule?
When a station is done building, the standard "You fleet goes into orbit around x" screen pops up. If you have stations set to instantly complete that's fine (you're on top of it), but if you don't (delayed construction option turned on) that screen will appear no matter how far you are from the station when it completes - allowing you to interact with it as if you were there (i.e able to visit the bar).
Hello, I have a crash situation here.
Here is the logSpoiler5357033 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.ClassCastException: data.scripts.terrain.MagicAsteroidFieldTerrainPlugin cannot be cast to com.fs.starfarer.api.impl.campaign.terrain.AsteroidFieldTerrainPlugin
java.lang.ClassCastException: data.scripts.terrain.MagicAsteroidFieldTerrainPlugin cannot be cast to com.fs.starfarer.api.impl.campaign.terrain.AsteroidFieldTerrainPlugin
at data.campaign.econ.boggledTools.getAsteroidFieldOrbit(boggledTools.java:482)
at data.campaign.econ.abilities.Construct_Mining_Station.activateImpl(Construct_Mining_Station.java:67)
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.G.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.?00000(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)[close]
Tried constructing a mining station and crashed. I've previously been able to do that successfully, so I'm not sure what went wrong here.
Yeah, sure. It was a random one. It'd happened right here.
Hmm, where did this crash occur? In a procedurally generated system, or a core world system? Can you send a screenshot of the location? Thanks!
Yeah, sure. It was a random one. It'd happened right here.
Hmm, where did this crash occur? In a procedurally generated system, or a core world system? Can you send a screenshot of the location? Thanks!
ive never used them before and have 2 questions about the planet cracker / ouyang optimizer. will it still work if the planet has a colony on it? is it a permanent building on the station or does it go away once theyve done their job?
i have both terraforming mods so i was wondering if this was a way to boost resources more then once since the other terraforming mod can remove tectonic activity / extreme weather and thats the only listed restriction.
why it matters:
im not sure how many people know this but if a colony has a mine on it and the resources it collects are changed then it adds another base production as well as the resource bonus if there is one. so increasing ores would result in more then just a -1 to +3 bonus to the production.
I'll check to make sure the resource production from mining is set correctly after using Planet Cracker or Ouyang Optimizer on a planet with a colony.
I'll check to make sure the resource production from mining is set correctly after using Planet Cracker or Ouyang Optimizer on a planet with a colony.
its a base game bug but if you can fix it that would be pretty cool :D
Sorry if this has been asked before but is this mod compatible with the 0.95.1a version of the game?
Sorry if this has been asked before but is this mod compatible with the 0.95.1a version of the game?
Yes, the latest version of this mod is compatible with the latest version of the base game. I just forgot to update the thread name - sorry!
A small QOL request, would it be possible to have an [Esc] shortcut added to the 'Cancel/Back' dialogue for the colony terraforming and crafting menus?
A small QOL request, would it be possible to have an [Esc] shortcut added to the 'Cancel/Back' dialogue for the colony terraforming and crafting menus?
What version of the mod are you on? I thought I already added the escape shortcut to those menus in a previous patch.
Hi! Thanks for updating the mod. I encountered a fatal error null crash when trying to start a new game. Here is the log for trying to start a new game.
303416 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.BoggledTascPlugin.addDomainTechBuildingsToVanillaColonies(BoggledTascPlugin.java:172)
at data.scripts.BoggledTascPlugin.onGameLoad(BoggledTascPlugin.java:277)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(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.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.?00000(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
though the Cryosanctum on Sivie in Diable Avionics doesn't have Domain-era Artifact consumption.
Hi! Thanks for updating the mod. I encountered a fatal error null crash when trying to start a new game. Here is the log for trying to start a new game.
303416 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.BoggledTascPlugin.addDomainTechBuildingsToVanillaColonies(BoggledTascPlugin.java:172)
at data.scripts.BoggledTascPlugin.onGameLoad(BoggledTascPlugin.java:277)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(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.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.?00000(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
I was able to reproduce this crash and I think it's fixed in 8.1.3. If it happens again please let me know. Thanks for reporting this and sorry for the inconvenience!
Fatal: org.json.JSONException:
JSONObject["boggledLimeLightNetworkPlayerBuildEnabled"] not found.
Hello, just got around to trying the terraforming function of this mod. Everything seemed to be going well as I started to understand what was needed. Only to find that the moment I tried opening the menu to actually build anything, the game CTD'd with this:CodeFatal: org.json.JSONException:
JSONObject["boggledLimeLightNetworkPlayerBuildEnabled"] not found.
From the log file:Spoiler16661718 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: org.json.JSONException: JSONObject["boggledLimelightNetworkPlayerBuildEnabled"] not found.
java.lang.RuntimeException: org.json.JSONException: JSONObject["boggledLimelightNetworkPlayerBuildEnabled"] not found.
at com.fs.starfarer.settings.StarfarerSettings.0000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.getBoolean(Unknown Source)
at data.campaign.econ.industries.Boggled_Limelight_Network.isAvailableToBuild(Boggled_Limelight_Network.java:70)
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.oooO.0000(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Caused by: org.json.JSONException: JSONObject["boggledLimelightNetworkPlayerBuildEnabled"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getBoolean(JSONObject.java:422)
... 17 more[close]
Side question, is it possible to terraform a volcanic planet? From what I was seeing in game, it appears no? :s
Ohh, heh now I feel dumb, ahh well, thank yee kindly.
Shame about the volcanic terraforming, may I ask why they can't be terraformed? it doesn't make much sense to me. Sure it'd be super hard, but should be possible lore wise.
Ohh, heh now I feel dumb, ahh well, thank yee kindly.
Shame about the volcanic terraforming, may I ask why they can't be terraformed? it doesn't make much sense to me. Sure it'd be super hard, but should be possible lore wise.
What is the basis in the lore for terraforming volcanic planets? I assume that due to the extreme volcanism, the surface of the planet will be in large part covered in lava, making terraforming impossible.
Ohh, heh now I feel dumb, ahh well, thank yee kindly.
Shame about the volcanic terraforming, may I ask why they can't be terraformed? it doesn't make much sense to me. Sure it'd be super hard, but should be possible lore wise.
What is the basis in the lore for terraforming volcanic planets? I assume that due to the extreme volcanism, the surface of the planet will be in large part covered in lava, making terraforming impossible.
While I'm going to be over simplifying this.. by a LOT. Orbital mirrors to cool the planet, water to cool the lava further, atmospheric building to control / use the resulting outpouring of gases, along with the tectonic building.
I'm sure in reality it'd take a crap ton more this'd do for working with the game mechanics.
To be honest, with what we know of physics it is easier to build a dyson swarm that can fit quadrillions of people than terraforming a volcanic planet, as weird this sounds.
New side question, I've not noticed any options for modifying gravity? Like you've got the phase building, surely that could be used in someway to modify the grav?
Keep up the wonderful work dude ^_^
Will there ever be a way to get water in systems without a water source? A slow and inefficient nebula condenser, maybe?Asteroid processing built on a station will do this.
Oh, you can build it without actually needing any asteroids in the system? That's good.Will there ever be a way to get water in systems without a water source? A slow and inefficient nebula condenser, maybe?Asteroid processing built on a station will do this.
Oh, you can build it without actually needing any asteroids in the system? That's good.It's a failsafe (of sorts).
I just noticed my famous volcanic planet is toxic as all hell. Would it be possible to enable the atmosphere building for such? After all the magnetosphere building is still available for volcanic worlds.
Same for gas giants, but extreme weather (just got around to colonising one.
Is there going to be a way to counter extreme weather so that we can terraform planets that are blocked by that?
Would it be possible to get a setting to edit the defence penalty from domed cities? I find the current setting a tad too harsh, though I definitely see the reasoning behind it.
I noticed an issue with water worlds. I says one can improve organics from none to what ever it was (I forget), but it refuses to let me do so.
Question about the lobsters from gene lab on water worlds. How long does it take to seed them? Or if it's mean't to be instant, that I have an issue..
God I hadn't realised just how much I'd noted down from just a few hours play time.
I'm looking forward to toying around with Ouyang and Planet Cracker.
No, I'm going to allow removing toxic atmosphere on volcanic planets or extreme weather on gas giants. Other planet types can remove it or suppress it with Domed Cities.
I've addressed the defense penalty on Domed Cities many times before this thread - ultimately I decided not to add a settings option to remove it.
Can you post a screenshot of the organics problem with the water world? I think it should be possible to increase them there.
Lobster seeding time is controlled via the settings file. If it happened instantly, you may have set the time to 1 day.
It seems like you really want to customize the mod even more than the settings file permits - I would recommend checking out the source code (https://github.com/boggled-starsector/boggled_modpack/blob/master/TASC-Source.zip) and making changes to it to fit exactly what you want. Removing the defense penalty on Domed Cities should be trivial.
I do have one last suggestion, perhaps allow AI cores on the buildings for the demand and upkeep bonus's?
Question, what planets are elligible for terraforming?
Question, what planets are elligible for terraforming?
Gas giants and volcanic planets can't be terraformed. The rest can support at least some types of terraforming depending on their temperature.
Thanks for the QoL change!
Q: So the stations work like colonies? Can I put industry in them like say Refining? Or do they have their own things to put in them?
Can this mod be added during an existing campaign? I colonized a lot of worlds and now want to play sector-scale happy farm.
I have a suggestion for domed cities:
Many the penalty less crippling on certain Unknown Skies planets, similarly how you did the "underwater" ones.
1: Archipelago planets in Unknown Skies seemly don't enable underwater cities or something.
2: "Artificial" planet probably have plenty of places to hide domed cities, or rather, they would look like Petra (the city in Jordan that was build by carving rock)
3: Ice planets with the condition that allows you to build "inside" the ice near a warm core probably should have less crippling defense penalty.
Another option too is allow the construction of "armored" cities (and maybe further, defense-integrated cities, that have their own guns), but that have steep costs in certain commodities to keep active (for example rare_metals, supplies, etc... whatever makes it balanced and not something people will build automatically).
Boggled, could you make industries constructable only when there's a relevant condition on the planet? I.e. mirrors only if there's hot/cold/farmland/water on the planet. Pretty annoying little thing.
Also, could you block fulleren spool from being installed on space stations? Kinda immersion breaking to be able to build space elevator onto a station and still get bonuses from that. I would also suggest setting default station habitability to 150%(as i understand it habitability is the complexity of maintaining colonial infrastructure, not how well adapted the place is to human life), and adding a 20% accessibility bonus to offset that. I changed that for myself in settings, but this might be a more immersive default. Also cramped quarters is a cool immersive feature and should be there by default, as well as asteroid mining being linked to belts - that one is really cool and balances mining stations.
Also i would suggest adding a requirement for minimum heavy machinery amount production by the player(say 7 - size 6 colony production plus corrupt nanoforge plus admin or improvement) for unlocking the solar mirror. Once again, it's immersion breaking - lore says that sector can't produce orbital mirrors(even though realistically they aren't that hard to make - you don't need a giant structure we see over echou bles, just a thin foil and some orbital infrastructure to maintain it), so you should only be able to produce something like that once you become an interstellar power in your own right. Would also be better gameplay-wise, right now your mod is basically the habitability cheat button, if you were to gate megastructres behind colony development they would become endgame content instead. Low upkeep and no resource requirement for the mirrors are very realistic and i love them. I would also hardcode atmospheric processor heavy machinery requirement to 6, irregardless of the colony size. I would also adjust farming bonus from orbital mirror to 1, since they are buildable in your mod. Two orders of magnitude increase in crop yields is a bit much for a simple lighting adjustment.
Also, could you add a toggle for disabling terraforming, habitability changing, "no atmosphere" removal, adding of "mild atmosphere", and resource improvement(that one feels like cheating and defeats the purpose of exploration - what's the point of searching for good planets when you can just magically improve every planet you have)? Once again, breaks immersion to be able to just produce an atmosphere out of tin air, if you pardon the pun - atmospheric processor is cool for adjusting the composition of existing atmosphere or fixing extreme weather, but actual terraforming would take at least a hundred years. As for mild atmosphere - that stops feeling special when you can just add it to every planet you have.
Also, it would be cool if biolab could remove inimical biosphere.
1331240 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.campaign.econ.boggledTools.getPlanetType(boggledTools.java:372)
at data.campaign.econ.boggledTools.getCreateMirrorsOrShades(boggledTools.java:436)
at data.campaign.econ.industries.Boggled_Stellar_Reflector_Array.getCurrentImage(Boggled_Stellar_Reflector_Array.java:230)
at com.fs.starfarer.campaign.ui.marketinfo.ooo0.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.for.setSize(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.IndustryListPanel.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.for.setSize(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.s.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.for.setSize(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.newsuper.showOverview(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.newsuper.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.for.setSize(Unknown Source)
at com.fs.starfarer.campaign.ui.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.for.setSize(Unknown Source)
at com.fs.starfarer.ui.Q.setSize(Unknown Source)
at com.fs.starfarer.coreui.O0O0.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.for.setSize(Unknown Source)
at com.fs.starfarer.ui.Q.setSize(Unknown Source)
at com.fs.starfarer.ui.newui.OO0O$5.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newui.OO0O.setCurrentTab(Unknown Source)
at com.fs.starfarer.ui.newui.o0Oo.showCoreInternal(Unknown Source)
at com.fs.starfarer.ui.newui.o0Oo.showCore(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.OpenCoreTab.execute(OpenCoreTab.java:40)
at com.fs.starfarer.ui.newui.B.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.?00000(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
so i got this crash :(Code1331240 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.campaign.econ.boggledTools.getPlanetType(boggledTools.java:372)
at data.campaign.econ.boggledTools.getCreateMirrorsOrShades(boggledTools.java:436)
at data.campaign.econ.industries.Boggled_Stellar_Reflector_Array.getCurrentImage(Boggled_Stellar_Reflector_Array.java:230)
at com.fs.starfarer.campaign.ui.marketinfo.ooo0.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.for.setSize(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.IndustryListPanel.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.for.setSize(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.s.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.for.setSize(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.newsuper.showOverview(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.newsuper.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.for.setSize(Unknown Source)
at com.fs.starfarer.campaign.ui.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.for.setSize(Unknown Source)
at com.fs.starfarer.ui.Q.setSize(Unknown Source)
at com.fs.starfarer.coreui.O0O0.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.for.setSize(Unknown Source)
at com.fs.starfarer.ui.Q.setSize(Unknown Source)
at com.fs.starfarer.ui.newui.OO0O$5.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newui.OO0O.setCurrentTab(Unknown Source)
at com.fs.starfarer.ui.newui.o0Oo.showCoreInternal(Unknown Source)
at com.fs.starfarer.ui.newui.o0Oo.showCore(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.OpenCoreTab.execute(OpenCoreTab.java:40)
at com.fs.starfarer.ui.newui.B.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.?00000(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
only what comes to mind, custom planet, pre-generated with it's system in java, part of my faction ...
it has "stellar_mirror" added (neutral)
tho not sure about the stellar reflector as it's newly started game i just wanted to check the colony and it crashed
also first time i see such crash
The description says that this is compatible with Unknown Skies, but Archipelago World is not considered a "water world", so much of the terraformation options are locked off for me. Is there a way around this issue?
Archipelago is, and is not, a water world.
It doesn't add the "water covered surface" but at same time it adds itself to the vanilla list of worlds that you can't build farming on them (and must build aquaculture).
I think intention was to be kinda the best of both worlds. Instead it is the worst of both worlds, you can't get farming bonuses, and you can't get waterworld bonuses either. Only advantage is it doesn't have water covered surface hazard rating.
Is it possible to have a way to reroll the mirror configuration? Mirrors sometimes get desynced from the planet or get rather weird configurations, like a solar shield for an ice planet.
Archipelago is, and is not, a water world.
It doesn't add the "water covered surface" but at same time it adds itself to the vanilla list of worlds that you can't build farming on them (and must build aquaculture).
I think intention was to be kinda the best of both worlds. Instead it is the worst of both worlds, you can't get farming bonuses, and you can't get waterworld bonuses either. Only advantage is it doesn't have water covered surface hazard rating.
Negative.
Archipelago worlds are 'standard' habitable worlds. They have farmland, can build farming and recieve benefits from things that boost farming.Spoiler(https://i.imgur.com/4Je5SFm.png)
(https://i.imgur.com/haVzTm1.png)[close]
They are functionally equivalent to Terran worlds (no built-in negative traits), despite being in a different hab category.
@Override
public void onNewGameAfterProcGen() {
//Set aquaculture planets
Farming.AQUA_PLANETS.add("US_water");
Farming.AQUA_PLANETS.add("US_waterB");
"US_water":{
"name":"Archipelago",
"descriptionId":"US_archipelago",
"tilt":-30,
"US_waterB":{
"name":"Archipelago",
"descriptionId":"US_archipelago",
@Override
public boolean isAvailableToBuild() {
if (!super.isAvailableToBuild()) return false;
boolean aquaculture = Industries.AQUACULTURE.equals(getId());
boolean canAquaculture = market.getPlanetEntity() != null &&
AQUA_PLANETS.contains(market.getPlanetEntity().getTypeId());
if (aquaculture != canAquaculture) return false;
for (MarketConditionAPI mc : market.getConditions()) {
String commodity = ResourceDepositsCondition.COMMODITY.get(mc.getId());
if (commodity != null) {
String industry = ResourceDepositsCondition.INDUSTRY.get(commodity);
if (Industries.FARMING.equals(industry)) return true;
}
}
return false;
}
So no, I am not wrong. UnknownSkies deliberately, as the first thing it do in its modplugin, is to set archipelago planets to not allow farms and use aquaculture instead.
I wish i could, but i've just seen it happen, like once or twice - it's a very rare occurrence for a mirror to just leave its planet entirely.Is it possible to have a way to reroll the mirror configuration? Mirrors sometimes get desynced from the planet or get rather weird configurations, like a solar shield for an ice planet.
You can shut down the Stellar Reflector Array building and rebuild it (using console commands to speed it up).
This is the first time I'm hearing that reflectors can get desynced from the planet - can you post a screenshot and/or describe the circumstances under which it occurred?
What happens much more often, is that locked-between-planet-and-sun mirror configurations lose their lock.
Specifically your reflectors. Think the ones from the other terraforming mod also do this, but theirs are temporary, so it doesn't quite matter as much.
And it's not like it's a rare thing, i've seen it happen more often than the opposite.
Huh. After reading your code a bit more, i actually have no idea how it happened, since the one configuration i distinctly recall had 3 mirrors + 3 shades, and your code literally only ever spawns three mirrors of a single type.
Is it possible to have a way to reroll the mirror configuration? Mirrors sometimes get desynced from the planet or get rather weird configurations, like a solar shield for an ice planet.
You can shut down the Stellar Reflector Array building and rebuild it (using console commands to speed it up).
This is the first time I'm hearing that reflectors can get desynced from the planet - can you post a screenshot and/or describe the circumstances under which it occurred?
Is it possible to have a way to reroll the mirror configuration? Mirrors sometimes get desynced from the planet or get rather weird configurations, like a solar shield for an ice planet.
You can shut down the Stellar Reflector Array building and rebuild it (using console commands to speed it up).
This is the first time I'm hearing that reflectors can get desynced from the planet - can you post a screenshot and/or describe the circumstances under which it occurred?
How do you speed up building with Console commands? (i dont see it with the default commands on the list)
I love the mod so much but I'd kill for a config toggle to enable the domain archeology industry but disable buildings requiring domain artifacts. I love the idea of making super rare items in the ultra late game. I just don't want to pay such a steep price in upkeep from artifacts.
Sir, can the name of the Gate under construction by this mod change with the name of the current galaxy, such as "Gate Of Duzahk"?
I think it will make it easier for players to find their destination in the info list.
Personally i would replace "Terran" with "Terran Eccentric" (or have them both available), as it implies that the terraforming process; while good and revolutionary, it's not perfect and it can't mimic old earth exactly, which is probably the highest standard the Eridani Utopia corporation would've aspired to reach. This would make regular Terran worlds that much more special and unique.
Maybe even consider types added by the mod "Unknown Skies"?
If I replace Terran with Terran Eccentric, players who want to create Terran planets will be very disappointed. If I allow both types, players will wonder what the differences are and why they would choose Terran Eccentric over Terran, since Terran is supposed to be superior.
The same problem exists with Desert, Barren Desert, etc. - why terraform to those planets types when they're supposed to be inferior to Arid?
I could add a settings toggle to enable additional terraforming options, but that would take quite a bit of work to implement, would probably make the gameplay worse, and I think very few players would end up using it.
I am a bit more in favor of having visual variety even if it's functionally the same thing. After having most your planets optimized into terran worlds your planets can start looking a bit same-y. I try to not turn everything into terran, sometimes i prefer jungles, arids or tundras if the situation permits for the sake of visual variety while also having habitable worlds.
2. I don't want to spend too much development time on features only a small fraction of players will use. I'll have to check my data to see what percentage of players are using Unknown Skies.
Hello boggled, great mod. Just as a question though, is there any option to colonise the really decayed stations around the core worlds (like the abandoned skyhook on Al Gebbar, or Telepylus Station in Penelope's Star)?
My Own Faction start was in Penelope's Star, and the following question needs to be asked.... Can I terraform a Barren World into a Habitable one. I like the Roleplay idea of finishing up the Domain's long abandoned terraforming project!Yes. You can terraform Ogygia no problems.
Thanks for the cool mod, Boggled, the Terraforming stuff is really great. I'm glad you added a reason to make the automated station in colonies. Do the new patrols use the ships associated with that station or do they use the player's blueprint doctrine?
Hello Mr.Boggled,
I've been trying out your TASC mod, and enjoying it quite a bit.
On my first attempt to construct a Mining Station, I ran into this small problem:Spoiler(https://abload.de/img/screenshot0001ejtg.jpg)[close]
TASC does not think there is an asteroid belt, even though the nav screen disagrees: the belt is there.
Examining the savefile, it appears that the object is of type prv_debris_belt (added by the mod Hazard Mining Incorporated / Prv Starworks)
plugin cl="scripts.campaign.terrain.RustBeltTerrainPlugin" z="1074" tid="prv_debris_belt" n="Asteroid Belt" nTCA="false"
TSC, even though it is declared "Hazard Mining Incorporated - Compatible.", does not check for this type in boggledTools.java/playerFleetInAsteroidBelt() and several other similar functions.
The checks look like this
if (terrainID.equals("asteroid_field") || terrainID.equals("asteroid_belt"))
This can be responsible for some issues reported earlier in this thread where a system that visually seemed full of asteroid belts was not recognized by TASC.
If it is changed to something like
if (terrainID.contains("asteroid_field") || terrainID.contains("asteroid_belt") || terrainID.contains("debris_belt"))
will that fix it?
Potentially, besides prv_debris_belt, the H.M.I. mod could be adding some other asteroid-related object types, which could be relevant for station construction in TASC.
The surest way to know would be to check directly with the developer of Prv Starworks?
Versions used: Starsector 0.95.1a-RC6 & Terraforming and Station Construction 8.1.3 & Prv Starworks 22.0.0
Recolonization has to be blocked on some stations because they're essential to the main questline. Essentially I just blocked recolonization on the types of stations that the main questline uses, so some unique stations that aren't involved will also be blocked.
QuoteRecolonization has to be blocked on some stations because they're essential to the main questline. Essentially I just blocked recolonization on the types of stations that the main questline uses, so some unique stations that aren't involved will also be blocked.
Ah gotcha, but say if I were to hypothetically do this at my own risk, is there any easy way to unblock the restrictions via the settings file or do I need to delve a little deeper into the files? Also thanks for the reply, just wanted to add the idea of the optimizers and resource-improvements are fantastic.
I am grateful for your quick response Mr.Boggled. After installing the hotfix, it seems like asteroid belts are now counted properly, including those belts from the Prv mod, and I was able to build my Mining Station there.
As a nice synergy, after the Mining Station was built inside the Prv debris belt, apparently some Prv scripts activated, and spawned a decently sized flotilla under the Rust Belt flag to guard the station.
Prv debris belts are scripted to spawn all sorts of stuff, like pirate fleets that lurk in the belt and ambush the player; or, so it seems, Rust Belt patrol fleets that protect mining stations. Of course the Prv scripts never anticipated that the player would be able to build his own stations. It just found a station that was not guarded, and made a fleet for it. I mean it was completely unintentional, yet very natural.
I think I found a few bugs:
I just colonized a continental world and I can't terraform it to Terran because it says it's already a Terran world in the project requirements.
The second is I can tell it to improve volatiles, despite there not being any volatile deposits on the planet.
And third is that it won't let me improve farmland because it says the colony lacks a large amount of water, despite this being a continental world. Unless this is only supposed to work on water or frozen worlds.
I think I found a few bugs:
I just colonized a continental world and I can't terraform it to Terran because it says it's already a Terran world in the project requirements.
The second is I can tell it to improve volatiles, despite there not being any volatile deposits on the planet.
And third is that it won't let me improve farmland because it says the colony lacks a large amount of water, despite this being a continental world. Unless this is only supposed to work on water or frozen worlds.
Everything appears to be working as intended. Continental worlds are treated as being Terran by TASC, and you can add volatiles to Terran-class worlds even if they start with none.
Only Water worlds have a large amount of water - but you can provide access to it to other planets in the system by building Ismara's Sling or the Asteroid Processing buildings.
I have recently started using Terraforming and Station Construction. And I have a question.
Can you terraform volcanic worlds and if so how?
No, unless you change boggledEnableAllTerraformingProjects in the settings file to true.
I have recently started using Terraforming and Station Construction. And I have a question.
Can you terraform volcanic worlds and if so how?
No, unless you change boggledEnableAllTerraformingProjects in the settings file to true.
I can't find it in the newest version of the mod but still want to disable the "planet not suitable for terraforming" thingy.
What's the gene lab for? Built one on a Terran world that's got a pollution debuff and it's been almost 2 game months not doing anything I thought the gene lab was for cleaning the pollution on the planet and adding the lobster buff I only have a farm industry on that planet and it's size is 4 what am I doing wrong? How can I make the gene lab work help me pls
What's the gene lab for? Built one on a Terran world that's got a pollution debuff and it's been almost 2 game months not doing anything I thought the gene lab was for cleaning the pollution on the planet and adding the lobster buff I only have a farm industry on that planet and it's size is 4 what am I doing wrong? How can I make the gene lab work help me pls
You can't add lobsters to a Terran world. Regarding the pollution condition, can you upload a screenshot of the colony management screen and the Genelab tooltip?
I installed the mod for version 095.1a but whenever I start the game I get the following error: "Fatal: Special item with id [boggled_euteck] not found while loading drop_groups.csv". Checking starsector.log gives me the following info.
"12493 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Special item with id [boggled_euteck] not found while loading drop_groups.csv
java.lang.RuntimeException: Special item with id [boggled_euteck] not found while loading drop_groups.csv
at com.fs.starfarer.loading.SpecStore$14.Õ00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore$14.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.ø00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.public(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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)"
I already reinstalled the mod once but that didn't change anything. I don't know what to do now.
Try deleting the entire TASC mod folder and redownloading it. If the same error still occurs let me know.
Try deleting the entire TASC mod folder and redownloading it. If the same error still occurs let me know.
I did that and didn't get the error anymore but now I'm unable to load my save file.
Is the save file missing, or there's a crash when you try to load it?
The latest version of TASC is not backwards compatible - you need to use the same version you were using previously to continue saves created with old versions.
Is the save file missing, or there's a crash when you try to load it?
The latest version of TASC is not backwards compatible - you need to use the same version you were using previously to continue saves created with old versions.
The save file isn't missing and the game doesn't ctd but I get an error when loading the save file. Is there a way to download a previous version? It says I version 7.1.3 was the last one I used.
https://github.com/boggled-starsector/boggled_modpack/tree/master/Old
You can find all the old versions at the link above. Be sure to download the correct version and all the files for it.
One player reported when he was outside the core sector trying to view the description of the ability, "Deploy Planet-Killer Device". His game crashed.
This's his error:
90468 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.campaign.econ.abilities.Deploy_Planet_Killer.isUsable(Deploy_Planet_Killer.java:37)
at data.campaign.econ.abilities.Deploy_Planet_Killer.createTooltip(Deploy_Planet_Killer.java:80)
at com.fs.starfarer.ui.newui.G$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.Q.showTooltip(Unknown Source)
at com.fs.starfarer.ui.ooOo.super.new(Unknown Source)
at com.fs.starfarer.ui.ooOo.processInput(Unknown Source)
at com.fs.starfarer.ui.Q.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.Q.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.Q.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
The "Deploy_Planet_Killer.java:37" is "SectorEntityToken closestMarketEntity = closestMarket.getPrimaryEntity();", which is belong to the function "isUsable".
One player reported when he was outside the core sector trying to view the description of the ability, "Deploy Planet-Killer Device". His game crashed.
This's his error:
90468 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.campaign.econ.abilities.Deploy_Planet_Killer.isUsable(Deploy_Planet_Killer.java:37)
at data.campaign.econ.abilities.Deploy_Planet_Killer.createTooltip(Deploy_Planet_Killer.java:80)
at com.fs.starfarer.ui.newui.G$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.Q.showTooltip(Unknown Source)
at com.fs.starfarer.ui.ooOo.super.new(Unknown Source)
at com.fs.starfarer.ui.ooOo.processInput(Unknown Source)
at com.fs.starfarer.ui.Q.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.Q.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.Q.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
The "Deploy_Planet_Killer.java:37" is "SectorEntityToken closestMarketEntity = closestMarket.getPrimaryEntity();", which is belong to the function "isUsable".
Did this individual make changes to the source code of TASC? Unless I'm missing something, it doesn't appear that the line numbers in the stack trace match up with the default source code for 8.1.4. Line 37 from the 8.1.4 source file is actually "MarketAPI closestMarket = boggledTools.getClosestMarketToEntity(playerFleet);" and line 80 is "Color highlight = Misc.getHighlightColor();", which doesn't call isUsable.
One player reported when he was outside the core sector trying to view the description of the ability, "Deploy Planet-Killer Device". His game crashed.
This's his error:
90468 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.campaign.econ.abilities.Deploy_Planet_Killer.isUsable(Deploy_Planet_Killer.java:37)
at data.campaign.econ.abilities.Deploy_Planet_Killer.createTooltip(Deploy_Planet_Killer.java:80)
at com.fs.starfarer.ui.newui.G$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.Q.showTooltip(Unknown Source)
at com.fs.starfarer.ui.ooOo.super.new(Unknown Source)
at com.fs.starfarer.ui.ooOo.processInput(Unknown Source)
at com.fs.starfarer.ui.Q.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.Q.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.Q.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
The "Deploy_Planet_Killer.java:37" is "SectorEntityToken closestMarketEntity = closestMarket.getPrimaryEntity();", which is belong to the function "isUsable".
Did this individual make changes to the source code of TASC? Unless I'm missing something, it doesn't appear that the line numbers in the stack trace match up with the default source code for 8.1.4. Line 37 from the 8.1.4 source file is actually "MarketAPI closestMarket = boggledTools.getClosestMarketToEntity(playerFleet);" and line 80 is "Color highlight = Misc.getHighlightColor();", which doesn't call isUsable.
Sir, this is some source code from file "Deploy_Planet_Killer.java". I have noted the error line.
@Override
public void createTooltip(TooltipMakerAPI tooltip, boolean expanded) {
Color highlight = Misc.getHighlightColor();
Color bad = Misc.getNegativeHighlightColor();
LabelAPI title = tooltip.addTitle("Deploy Planet-Killer Device");
float pad = 10.0F;
tooltip.addPara("Use a planet-killer device to destroy a colony. This will severely damage relations with most major factions in the Sector.", pad, highlight, new String[]{});
SectorEntityToken playerFleet = Global.getSector().getPlayerFleet();
MarketAPI targetMarket = boggledTools.getClosestMarketToEntity(playerFleet);
if (this.isUsable()) { // Error Line : (Deploy_Planet_Killer.java:80)
tooltip.addPara("Target colony: %s", pad, highlight, new String[]{targetMarket.getName()});
}
if (playerFleet.isInHyperspace() || Global.getSector().getPlayerFleet().isInHyperspaceTransition() || playerFleet.getStarSystem() == null) {
tooltip.addPara("You cannot deploy a planet-killer device in hyperspace.", bad, pad);
}
One player reported when he was outside the core sector trying to view the description of the ability, "Deploy Planet-Killer Device". His game crashed.
This's his error:
90468 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.campaign.econ.abilities.Deploy_Planet_Killer.isUsable(Deploy_Planet_Killer.java:37)
at data.campaign.econ.abilities.Deploy_Planet_Killer.createTooltip(Deploy_Planet_Killer.java:80)
at com.fs.starfarer.ui.newui.G$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.Q.showTooltip(Unknown Source)
at com.fs.starfarer.ui.ooOo.super.new(Unknown Source)
at com.fs.starfarer.ui.ooOo.processInput(Unknown Source)
at com.fs.starfarer.ui.Q.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.Q.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.Q.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
The "Deploy_Planet_Killer.java:37" is "SectorEntityToken closestMarketEntity = closestMarket.getPrimaryEntity();", which is belong to the function "isUsable".
Did this individual make changes to the source code of TASC? Unless I'm missing something, it doesn't appear that the line numbers in the stack trace match up with the default source code for 8.1.4. Line 37 from the 8.1.4 source file is actually "MarketAPI closestMarket = boggledTools.getClosestMarketToEntity(playerFleet);" and line 80 is "Color highlight = Misc.getHighlightColor();", which doesn't call isUsable.
Sir, this is some source code from file "Deploy_Planet_Killer.java". I have noted the error line.
@Override
public void createTooltip(TooltipMakerAPI tooltip, boolean expanded) {
Color highlight = Misc.getHighlightColor();
Color bad = Misc.getNegativeHighlightColor();
LabelAPI title = tooltip.addTitle("Deploy Planet-Killer Device");
float pad = 10.0F;
tooltip.addPara("Use a planet-killer device to destroy a colony. This will severely damage relations with most major factions in the Sector.", pad, highlight, new String[]{});
SectorEntityToken playerFleet = Global.getSector().getPlayerFleet();
MarketAPI targetMarket = boggledTools.getClosestMarketToEntity(playerFleet);
if (this.isUsable()) { // Error Line : (Deploy_Planet_Killer.java:80)
tooltip.addPara("Target colony: %s", pad, highlight, new String[]{targetMarket.getName()});
}
if (playerFleet.isInHyperspace() || Global.getSector().getPlayerFleet().isInHyperspaceTransition() || playerFleet.getStarSystem() == null) {
tooltip.addPara("You cannot deploy a planet-killer device in hyperspace.", bad, pad);
}
Can you send me the file you're getting that code from?
One player reported when he was outside the core sector trying to view the description of the ability, "Deploy Planet-Killer Device". His game crashed.
This's his error:
90468 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.campaign.econ.abilities.Deploy_Planet_Killer.isUsable(Deploy_Planet_Killer.java:37)
at data.campaign.econ.abilities.Deploy_Planet_Killer.createTooltip(Deploy_Planet_Killer.java:80)
at com.fs.starfarer.ui.newui.G$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.Q.showTooltip(Unknown Source)
at com.fs.starfarer.ui.ooOo.super.new(Unknown Source)
at com.fs.starfarer.ui.ooOo.processInput(Unknown Source)
at com.fs.starfarer.ui.Q.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.Q.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.Q.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
The "Deploy_Planet_Killer.java:37" is "SectorEntityToken closestMarketEntity = closestMarket.getPrimaryEntity();", which is belong to the function "isUsable".
Did this individual make changes to the source code of TASC? Unless I'm missing something, it doesn't appear that the line numbers in the stack trace match up with the default source code for 8.1.4. Line 37 from the 8.1.4 source file is actually "MarketAPI closestMarket = boggledTools.getClosestMarketToEntity(playerFleet);" and line 80 is "Color highlight = Misc.getHighlightColor();", which doesn't call isUsable.
Sir, this is some source code from file "Deploy_Planet_Killer.java". I have noted the error line.
@Override
public void createTooltip(TooltipMakerAPI tooltip, boolean expanded) {
Color highlight = Misc.getHighlightColor();
Color bad = Misc.getNegativeHighlightColor();
LabelAPI title = tooltip.addTitle("Deploy Planet-Killer Device");
float pad = 10.0F;
tooltip.addPara("Use a planet-killer device to destroy a colony. This will severely damage relations with most major factions in the Sector.", pad, highlight, new String[]{});
SectorEntityToken playerFleet = Global.getSector().getPlayerFleet();
MarketAPI targetMarket = boggledTools.getClosestMarketToEntity(playerFleet);
if (this.isUsable()) { // Error Line : (Deploy_Planet_Killer.java:80)
tooltip.addPara("Target colony: %s", pad, highlight, new String[]{targetMarket.getName()});
}
if (playerFleet.isInHyperspace() || Global.getSector().getPlayerFleet().isInHyperspaceTransition() || playerFleet.getStarSystem() == null) {
tooltip.addPara("You cannot deploy a planet-killer device in hyperspace.", bad, pad);
}
Can you send me the file you're getting that code from?
Sure.
Is there a config option to enable terraforming for autonomous colonies?
They still benefits from the various structures, but planet change projects - Any of the projects, really - stall out once a colony is granted autonomy.
Is there a config option to enable terraforming for autonomous colonies?
They still benefits from the various structures, but planet change projects - Any of the projects, really - stall out once a colony is granted autonomy.
No, I didn't account for the possibility of autonomous colonies when coding the terraforming logic. What happened to the projects when you granted autonomy to your colony? They just stop progressing?
Is there a config option to enable terraforming for autonomous colonies?
They still benefits from the various structures, but planet change projects - Any of the projects, really - stall out once a colony is granted autonomy.
No, I didn't account for the possibility of autonomous colonies when coding the terraforming logic. What happened to the projects when you granted autonomy to your colony? They just stop progressing?
Yeah, stalled out. Taking temp control cycles progress forward for that day, but otherwise it doesn't advance.
One player reported, the Autonomous AI Battlestation is disrupted after a battle, the original map location has only a hollow circle and even the description disappears after it exploded on the map. Even an orbital station that was disrupted at the same time as it will recover after a certain amount of time, but the Autonomous AI Battlestation does not. Is this a bug?
As far as I know you need to use Console command mod, Ctrl+backspace to use the console modOh I didn't mean anything about console commands, in the terraform options menu there is an option to add volatiles to a planet, I think it's called "improve volatiles" though I am unsure if you can pick this option again after the first time, that's what I'm trying to find out. I prefer not to use console commands as I like my games legit.
And type in Addcondition Volatile_Abundance to get the +2
You can also edit the Organic_Abundance, and Farmland_abundance to get +2 bonuses but never beyond +3 at the moment.
You can also edit the Ores and transponics metals by typing Addcondition Rare_ore_ultrarich and Ore_ultrarich respectively to get +3 bonuses and it also affect colonies and planet regardless of terrain. Hope this helps
My apologies for the confusion. My code appears to have a bug where if the player is in a system with no markets, a NullPointerException is thrown when they mouse over the Deploy Planet Killer ability. I'm going to do some testing to confirm it's fixed and then release an update. Thank you for bringing this to my attention!SpoilerOne player reported when he was outside the core sector trying to view the description of the ability, "Deploy Planet-Killer Device". His game crashed.
This's his error:
90468 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.campaign.econ.abilities.Deploy_Planet_Killer.isUsable(Deploy_Planet_Killer.java:37)
at data.campaign.econ.abilities.Deploy_Planet_Killer.createTooltip(Deploy_Planet_Killer.java:80)
at com.fs.starfarer.ui.newui.G$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.Q.showTooltip(Unknown Source)
at com.fs.starfarer.ui.ooOo.super.new(Unknown Source)
at com.fs.starfarer.ui.ooOo.processInput(Unknown Source)
at com.fs.starfarer.ui.Q.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.Q.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.Q.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
The "Deploy_Planet_Killer.java:37" is "SectorEntityToken closestMarketEntity = closestMarket.getPrimaryEntity();", which is belong to the function "isUsable".
Did this individual make changes to the source code of TASC? Unless I'm missing something, it doesn't appear that the line numbers in the stack trace match up with the default source code for 8.1.4. Line 37 from the 8.1.4 source file is actually "MarketAPI closestMarket = boggledTools.getClosestMarketToEntity(playerFleet);" and line 80 is "Color highlight = Misc.getHighlightColor();", which doesn't call isUsable.
Sir, this is some source code from file "Deploy_Planet_Killer.java". I have noted the error line.
@Override
public void createTooltip(TooltipMakerAPI tooltip, boolean expanded) {
Color highlight = Misc.getHighlightColor();
Color bad = Misc.getNegativeHighlightColor();
LabelAPI title = tooltip.addTitle("Deploy Planet-Killer Device");
float pad = 10.0F;
tooltip.addPara("Use a planet-killer device to destroy a colony. This will severely damage relations with most major factions in the Sector.", pad, highlight, new String[]{});
SectorEntityToken playerFleet = Global.getSector().getPlayerFleet();
MarketAPI targetMarket = boggledTools.getClosestMarketToEntity(playerFleet);
if (this.isUsable()) { // Error Line : (Deploy_Planet_Killer.java:80)
tooltip.addPara("Target colony: %s", pad, highlight, new String[]{targetMarket.getName()});
}
if (playerFleet.isInHyperspace() || Global.getSector().getPlayerFleet().isInHyperspaceTransition() || playerFleet.getStarSystem() == null) {
tooltip.addPara("You cannot deploy a planet-killer device in hyperspace.", bad, pad);
}
Can you send me the file you're getting that code from?
Sure.[close]
Can you terraform all planet types? I'm not using any mods that add planet types so I'm just asking for the vanilla planet types. I have a barren world, frozen world and volcanic world in the system I'm using for my faction and I wanted to know if I could terraform them into habitable planets.
My apologies for the confusion. My code appears to have a bug where if the player is in a system with no markets, a NullPointerException is thrown when they mouse over the Deploy Planet Killer ability. I'm going to do some testing to confirm it's fixed and then release an update. Thank you for bringing this to my attention!SpoilerOne player reported when he was outside the core sector trying to view the description of the ability, "Deploy Planet-Killer Device". His game crashed.
This's his error:
90468 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.campaign.econ.abilities.Deploy_Planet_Killer.isUsable(Deploy_Planet_Killer.java:37)
at data.campaign.econ.abilities.Deploy_Planet_Killer.createTooltip(Deploy_Planet_Killer.java:80)
at com.fs.starfarer.ui.newui.G$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.Q.showTooltip(Unknown Source)
at com.fs.starfarer.ui.ooOo.super.new(Unknown Source)
at com.fs.starfarer.ui.ooOo.processInput(Unknown Source)
at com.fs.starfarer.ui.Q.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.Q.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.Q.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
The "Deploy_Planet_Killer.java:37" is "SectorEntityToken closestMarketEntity = closestMarket.getPrimaryEntity();", which is belong to the function "isUsable".
Did this individual make changes to the source code of TASC? Unless I'm missing something, it doesn't appear that the line numbers in the stack trace match up with the default source code for 8.1.4. Line 37 from the 8.1.4 source file is actually "MarketAPI closestMarket = boggledTools.getClosestMarketToEntity(playerFleet);" and line 80 is "Color highlight = Misc.getHighlightColor();", which doesn't call isUsable.
Sir, this is some source code from file "Deploy_Planet_Killer.java". I have noted the error line.
@Override
public void createTooltip(TooltipMakerAPI tooltip, boolean expanded) {
Color highlight = Misc.getHighlightColor();
Color bad = Misc.getNegativeHighlightColor();
LabelAPI title = tooltip.addTitle("Deploy Planet-Killer Device");
float pad = 10.0F;
tooltip.addPara("Use a planet-killer device to destroy a colony. This will severely damage relations with most major factions in the Sector.", pad, highlight, new String[]{});
SectorEntityToken playerFleet = Global.getSector().getPlayerFleet();
MarketAPI targetMarket = boggledTools.getClosestMarketToEntity(playerFleet);
if (this.isUsable()) { // Error Line : (Deploy_Planet_Killer.java:80)
tooltip.addPara("Target colony: %s", pad, highlight, new String[]{targetMarket.getName()});
}
if (playerFleet.isInHyperspace() || Global.getSector().getPlayerFleet().isInHyperspaceTransition() || playerFleet.getStarSystem() == null) {
tooltip.addPara("You cannot deploy a planet-killer device in hyperspace.", bad, pad);
}
Can you send me the file you're getting that code from?
Sure.[close]
I can confirm that mouseovering on Planet Killer crashes with that error. Hope it will be resolved soon :D
P.S: I was flying in non-occupied system, dunno if it crashes when there is market in system tho.
As far as I know you need to use Console command mod, Ctrl+backspace to use the console modOh I didn't mean anything about console commands, in the terraform options menu there is an option to add volatiles to a planet, I think it's called "improve volatiles" though I am unsure if you can pick this option again after the first time, that's what I'm trying to find out. I prefer not to use console commands as I like my games legit.
And type in Addcondition Volatile_Abundance to get the +2
You can also edit the Organic_Abundance, and Farmland_abundance to get +2 bonuses but never beyond +3 at the moment.
You can also edit the Ores and transponics metals by typing Addcondition Rare_ore_ultrarich and Ore_ultrarich respectively to get +3 bonuses and it also affect colonies and planet regardless of terrain. Hope this helps
Im having an issue where the terraforming progress/timer gets frozen. restarting starsector doesnt seem to fix the issue. it started after i enabled the optional features for colonys/stations. if it helps im using java 8
https://imgur.com/a/h8GUxi0
Not all vanilla planet types can be terraformed. Volcanic worlds cannot be terraformed, but barren and frozen worlds generally can, depending on the conditions on the planet.
I looked through the thread but can't find what those conditions are. Sorry if it's been asked before or if it's just easy to find but what are the conditions needed to be able to terraform a planet?
This is a really neat mod, and I've been enjoying playing with it.I looked through the thread but can't find what those conditions are. Sorry if it's been asked before or if it's just easy to find but what are the conditions needed to be able to terraform a planet?
I'm not sure of them offhand, but if you go to one of your planets and press the terraforming options, it'll tell you what conditions you need in order to terraform the planet.
Like, to terraform a barren desert planet, into a terran type planet, then I think there's like 4-5 conditions before you can begin the project, and one of them is having a source of water for the terraforming project. Which means an asteroid mining station, or a watery planet with an ice launcher structure in the same star system.
I checked ingame, and the planet also needs to have an atmosphere, and might also need certain terraforming structures such as solar reflectors present on the planet.
This is a really neat mod, and I've been enjoying playing with it.
So, I built asteroid collection on my dry planet and it became terrain eccentric, but then I had the option to let the building keep going and it gave my planet the "Hydrated" condition and not anything else. What happens now? Is there a step-by-step that tells the process to terraform? If I let it continue terraforming will I get a water world?
I don't know why but I have to put in an orbital lamp on every Astropolis station for them to be profitable. Is that supposed to happen?
Can you post a screenshot before and after installing the orbital lamp?
Upon updating the mod and loading my save, the game crashed. Log here:
java.lang.NullPointerException
at data.campaign.econ.industries.Boggled_Remnant_Station.advance(Boggled_Remnant_Station.java:58)
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.save.CampaignGameManager.o00000(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.LoadGameDialog.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
105917 [Thread-9] INFO sound.public - Creating streaming player for music with id [miscallenous_main_menu.ogg]
105918 [Thread-9] INFO sound.OooO - Playing music with id [miscallenous_main_menu.ogg]
Can you post a screenshot before and after installing the orbital lamp?
Before: https://imgur.com/a/9q9abo8 (https://imgur.com/a/9q9abo8).
After: https://imgur.com/a/YAGTGy3 (https://imgur.com/a/YAGTGy3).
This is a really neat mod, and I've been enjoying playing with it.
Thank you! I'm glad you're enjoying the mod!
This is a really neat mod, and I've been enjoying playing with it.
Thank you! I'm glad you're enjoying the mod!
I did have one thought though, about the overall setting of the game world. Like... the sector is in a pretty poor state, and there's some worlds, like... Asharu, that was partially terraformed before the Collapse. So to me anyway, it suggests that terraforming isn't exactly commonplace, the sector lacking either the technology or the political will, to restart the various partially complete terraforming projects.
So what I was thinking, was that the various terraforming buildings, like the atmosphere processor, could be like the "Planetary Shielding" building, in that you need to find the blueprint to build them, before you can start terraforming everywhere. Or, maybe that could be a setting that individual players could choose - whether to start with all buildings available, or have to explore the sector for blueprints. (it'd be an interesting story, finding blueprints for terraforming techs, in the ruins of an abandoned planet, out on the far reaches of the sector).
This is a really neat mod, and I've been enjoying playing with it.
Thank you! I'm glad you're enjoying the mod!
I did have one thought though, about the overall setting of the game world. Like... the sector is in a pretty poor state, and there's some worlds, like... Asharu, that was partially terraformed before the Collapse. So to me anyway, it suggests that terraforming isn't exactly commonplace, the sector lacking either the technology or the political will, to restart the various partially complete terraforming projects.
So what I was thinking, was that the various terraforming buildings, like the atmosphere processor, could be like the "Planetary Shielding" building, in that you need to find the blueprint to build them, before you can start terraforming everywhere. Or, maybe that could be a setting that individual players could choose - whether to start with all buildings available, or have to explore the sector for blueprints. (it'd be an interesting story, finding blueprints for terraforming techs, in the ruins of an abandoned planet, out on the far reaches of the sector).
since I mentioned planetary shielding, I had one more minor thought - that if you find the planetary shielding tech, that you could upgrade domed cities, to something like "shielded dome cities", which would have a slightly less severe penalty to planetary defence strength. (instead of being x0.05, maybe x0.1). It just seemed to me, that it'd be easier to shield a dome, than it would to shield the entire planet.
+1 this if it's possible, but at the same time I also get that this is one of the distinctions between this and DIYP since the latter revolves around most of the projects requiring constant oversight and a domain era artifact to work, notably limiting terraforming options for the player. However, again only if possible, getting blueprints or artifacts related to terraforming could also be done in relation to the old Mbaye-Gogol ruins (Hanan Pacha) and moon (Killa) that got blowed up in the second AI war in Yma (for non-random sectors for people with Nex) - something along the lines of finding logs or trace communications that pointed along a breadcrumb trail towards assorted blueprints or one offs for terraforming. If possible and not against the ideology of the mod, cool one offs might be artifacts that could circumvent normally un-terraformable planets like gas giants, lava, or irradiated worlds, either by using some kind of obscure tech that simply eases one of the issues on those worlds; or by something completely arcane, expensive, and multi-staged (Geomagnetic Stabilizer Coil for example for lava) that changes the type of the planet outright to one that can be terraformed further from there. From me all just ideas though.
As far as requests, and again recognizing that this is only if this is possible since game/engine limitations be like that sometimes - would it be possible to get either a similar or the same readout as far as terraforming progress goes, on any relevant terraforming buildings, akin to what is currently present on Chameleon and the Gene-Lab for their processes? So, for example, if a planet was being given an atmosphere via an atmospheric processor, would it be possible to have the terraforming progress of that shown in the tooltip for the processor, like it would if pollution was being removed by the Gene-lab - this would be largely just a small QoL change with the point of being able to see terraforming progress on a planet remotely, so if it would be an undertaking it can be understandably opted away from.
<3
I've considered requiring blueprints for certain buildings in the past.
From a lore standpoint, most of the technologies that are part of my mod are not very advanced. Someone in the sector should be able to read on the internet how to build orbital mirrors or atmosphere processors.
From a lore standpoint, most of the technologies that are part of my mod are not very advanced. Someone in the sector should be able to read on the internet how to build orbital mirrors or atmosphere processors - the same is not true for the planetary shield.I have to say that I dont agree with this take on the lore. Firstly if terraforming tech was easy to replicate and produce, with or without existing examples, the larger factions would still be doing it, and they aren't - no one has since Mbaye-Gogol bit it in the second AI war, since that was their corporate monopoly and no one else could do more than really rudimentary changes - even Mbaye-Gogol were only able to make relatively small changes according to planet to planet lore bases (ie: Qaras, Yma). Secondly, there is a drastic difference in the engineering specifications to be able to build one solar shade/mirror/atmospheric processor, and to be able to build a network of them functionally enough to accomplish terraforming appropriately, and it is much more complicated than simply adding more. I understand that for simplicity's sake the game shows one mirror/shade or three mirrors/shades, but in reality there would have to hundreds of thousands, they would have to be regularly maintained against micrometeorite strikes and radiation to not deprecate over time (see also: Asharu in Corvus), and they would have to be placed in exactly the right places in relation both to the planet and each other to accomplish their goals, and the same goes for processors.
I'm definitely not going to implement terraforming-related artifacts or special items after seeing the negative feedback DIYP got for doing that (due to the issues I mentioned above).
Ideally the player should be able to control terraforming remotely in addition to viewing progress. Unfortunately I'm not sure from a technical standpoint how to make that work correctly - I think I would have to overwrite the market-related classes from vanilla, which I can't do since it would create compatibility issues. I could make it possible to view terraforming progress on the industry tooltips for terraforming buildings, but that would be awkward without also providing the ability to control it remotely.
This is all fair, I knew you would know more than I would which is why I really only wanted to throw the ideas out there in case both you liked them and they were feasible, else I'm happy to keep using it as it is. The only idea I have that might work differently from overwriting market classes would be to find out how IndEvo did their interface for the courier ports, and/or combine that with Nex's remote fleet request concepts by asking/working with their respective authors if they were ok with that. But I have no idea how those work at a code level, so for all I know this is meaningless and incorrect gibberish and if so that's fine, no biggy. Thanks for all of the consideration, truly :)
I apologize if this has been addressed before, I went back 30 pages or so and didn't see this mentioned. I can't seem to build seafloor cities on water planets. Is there some setting in the mod file that I'm missing? If not I'd like to figure out what I'm doing wrong.
Boggled this mod is a major reason i love this game keep it up and thank you very much. :D
Question regarding some of the auxiliary terraforming structures that have to be enabled in the config (and Chameleon), such as the Harmonic Dampener and the Planetary Agrav Field - The harmonic dampener can be built on planets that don't have tectonic activity, but then only has an effect when improved and/or given an ai core - on the other hand, the Magnetoshield isn't allowed to be built on planets that aren't irradiated, with the citation being that it wouldn't be necessary/useful, akin to Atmospheric processors on a planet with optimal atmospheric conditions. But both Chameleon and the Planetary Agrav field can be built on planets that don't have subpops/rogue ai cores or gravitational issues, respectively, but can't be improved or given AI. This also applies to the Genelab, which then is so that it can give its passive improvement to the Mesozoic park, but if there are any synergies to Chameleon or the Agrav Field they don't seem to be apparent. Chameleon could simply be something one would build pre-emptively in case they expected to get subpops or rogue ai's from any necessary source, but I feel like I'm missing something with the Agrav field.
TLDR, do the Planetary Agrav Field and Chameleon have synergies or functions aside from their main 'terraforming' functions, or is the fact that the Agrav field, at least, can be built on planets without gravitational anomalies just a minor oversight or postponed minor feature (since it can be disabled in config and is by default anyways)?
I just found a decivilised planet that had stellar shades, which was neat !
Do you store IP addresses, or just extract the geolocation from them, save those, and toss the IP?
Do you store IP addresses, or just extract the geolocation from them, save those, and toss the IP?
I save the IP addresses. I need them to help ensure the same player isn't represented in the database more than once.
Do you think there's any harm in maintaining the IP addresses?
Do you store IP addresses, or just extract the geolocation from them, save those, and toss the IP?
I save the IP addresses. I need them to help ensure the same player isn't represented in the database more than once.
Do you think there's any harm in maintaining the IP addresses?
Personally I think a mod has absolutely no business sending data online at all, at least not without very obviously notifying the user (and not even then, really). I consider it a breach of trust - it's just not something that mods do. I know that it's mentioned on the mod page, but am also pretty sure that if we took a poll, most users would not know.
That aside, logging IPs isn't worrying, if you did get hacked and all that exposed, there's nothing special that could be done with it as far as I'm aware. Might wanna have a privacy policy though so people know what specifically you are logging.
I log the IP address, the geolocation information I get from a third party API based on that IP address, what version of TASC is running, the TASC settings configuration, the mod list, and a UUID which is stored in a text file in the starsector saves folder.
I considered making the data collection opt-in due to the concerns you outlined above, but I decided to make it opt-out (via the settings toggle) because I thought very few players would care whether their IP address is being logged and almost everyone would leave the default setting unchanged. Given that I don't sell the data or otherwise profit from developing this mod, I don't think it's problematic.
I log the IP address, the geolocation information I get from a third party API based on that IP address, what version of TASC is running, the TASC settings configuration, the mod list, and a UUID which is stored in a text file in the starsector saves folder.
I considered making the data collection opt-in due to the concerns you outlined above, but I decided to make it opt-out (via the settings toggle) because I thought very few players would care whether their IP address is being logged and almost everyone would leave the default setting unchanged. Given that I don't sell the data or otherwise profit from developing this mod, I don't think it's problematic.
Opt-in, or Opt-out, many thanks for this change. I was not aware there was collection going on and would prefer to opt out myself.
I wonder if it's possible to create an "on new game" or "on load" message when first getting into the campaign map to provide a message asking players to opt-in, or some kind of log message in intel explaining, and using a console command to toggle-switch the data system on? Not to back-seat mod but that could be a nifty solution. I am no coder, so I would have no idea.
I just found a decivilised planet that had stellar shades, which was neat !Yeah, those are generated by vanilla though. I can't take credit!
I just found a decivilised planet that had stellar shades, which was neat !Yeah, those are generated by vanilla though. I can't take credit!
They are ? How ?
I had found a planet, and noted some sensor contacts, when I got closer, there were 3 stellar shades in orbit. Something I'd never seen before. Surveying the planet found it to be decivilised. I had assumed this was a feature of the mod ?
Oh, vanilla has a possible condition for "orbital solar array", so vanilla generates planets with that condition, and your mod would then place mirrors/shades as appropriate for those planets ?
...but I decided to make it opt-out (via the settings toggle)...
8.1.5 is not backwards compatible with previous versions of the mod.
...but I decided to make it opt-out (via the settings toggle)...
The setting should probably be made more apparent: a keyword such as "analytics" would make it much easier to find, since that's exactly what this is. At the very least, doing that and including what's sent feels a bit more forward with it, in my opinion.
A website probably ends up being a little different too: there's an open assumption that a website will collect data that data, though since it collects that data, a privacy policy is generally (and should be) available.
As Whispborne suggested, a privacy policy here is probably a good idea. From a CYA perspective I'd say it's definitely worth making sure that you're complying with GDPR/COPPA/CCPA. That said, it might be a nothingburger on that front. It's just something that, from my perspective, is a risk that needs to be managed, as privacy laws are murky at best.
8.1.5 is not backwards compatible with previous versions of the mod.
On a different note, is this true of 8.1.4 -> 8.1.5? It looks like 8.1.5 was all bug fixes, other than prv. I spent a few minutes looking at the diffs of the source code and nothing really jumped out at me as anything that would cause issues but just wanted to double check. I apologize in advance if it's just as the notice said, that it's not compatible.
I've been enjoying this mod a lot, and I appreciate the concern for immersion that went into developing the mod. A sense of restraint is a fantastic quality to have in a mod author ;D
One thing I would suggest is documentation for the terraforming options, b/c right now it seems like a new user would have to colonize a planet first to see whether it can be terraformed to their liking, and that's a pretty big commitment.
I discovered from the planet killer changelog that this mod had more than what I thought it had, even after using it for a couple months. Now I feel like Kylo Ren screaming "more!" after I excitedly set to true all the false arguments in the mod settings.
Hello, I am new to this mod, I want to say that thank you for this mod
I manage to make some crazy edits to your mod, I used the Console to make the Stations to be a Actual Planet like having resources and stuff for mining
thus making me oversaturate the economic Markets without *** people off
(Except the Ludd, they always kept sending me Armada after Armada and sabotaging my bases because of the absurd number of special items i installed in all my colonies and station from Piracy raiding, More for the salvage for me ;D )
The domain was described to be on an clarke-tech level of planetary- and mega-engineering capabilities, so turning a hot, tectonically active planet into something more habitable is surely not out of scope for them
One of the first planets targeted for colonization in the Sector, Chicomoztoc was selected to become a center of industry, host to a nexus of huge nanoforges. Only a marginal terraforming candidate upon discovery, rapid early industry and later war has left the atmosphere choked with complex sulfur compounds, organics refining by-products, and a concerning but managable dusting of actinides.-In-Game Description of Chicomoztoc
Hi Boggled. Thank you for the amazing mod.
Quick question if you have time.
Are the Volturnian Lobsters supposed to become a commodity once seeded.
I seeded them with the Genelab. I built a farm and I've waited a month but, they are not showing up as a commodity(export).
They are being created on the planet as they are showing up in the colony's resource stockpiles. They are also listed on the colonies conditions as Volturnian Lobster Pens +1.
Just curious if they are supposed to be exported or not. Everything else on the colony seems fine Access & stability.
Thank you again! :)
Hi! Could you please make the options-selected data reporting feature opt-in rather than opt-out? I realize this is going to drastically reduce the amount of information you're getting, but I'm not comfortable with a mod having opt-out data collection features.
The data will be too biased to be useful if it's opt-in, so I guess I'll just stop collecting it entirely.
I'll remove the API calls in the next update, and I shut down the webserver so the API calls being made from older versions of the mod won't do anything.
I thought the idea of mods containing malware was entirely ridiculous, and I certainly wouldn't do anything like that... but I guess you would, wouldn't you, which means it's only a matter of time before someone else does, so; pour one out for Starsector modding, we had a good run.
Thanks.
No, it's actually not.I thought the idea of mods containing malware was entirely ridiculous, and I certainly wouldn't do anything like that... but I guess you would, wouldn't you, which means it's only a matter of time before someone else does, so; pour one out for Starsector modding, we had a good run.
Thanks.
The matter is already addressed, and coming in with a personal attack is uncalled for.
I'm not seeing 'a personal attack' here.
... I certainly wouldn't do anything like that... but I guess you would, wouldn't you ...
TASC's analytics meet the legal standard of malware in many jurisdictions. I'm pretty sure the mod as implemented violates privacy laws in multiple EU states.
I'm not seeing 'a personal attack' here. I see a massive legal liability and breach of trust introduced by a modder who feels he has a right to collect player analytics without telling them about it. If describing the likely knock-on effects of this behavior is 'a personal attack', then; yeah, I'm unrepentantly making a personal attack, because this is actually a bridge too far for me.
I've never added crashcode for other mods I didn't like; I've only ever made sure that dependencies would cause a crash if they were missing when that was the only way to ensure dependencies were marked properly. Not because there's not stuff out there I think shouldn't exist, or is junk; some of it's using my assets, and there's a whole self-valorizing subculture out there that prides itself on keeping that stuff going once it gets canned from the forum, and sure it ticks me off, but because it violates the social contract of free and open software.
Modding your game entails a certain degree of trust in that social contract; and this just shattered it. What you do, or don't do, to repair that trust determines whether or not it's worth continuing to mod your game for a lot of us. I can't make you do anything, and I know exactly how little my opinion on the subject matters.
But I'd just like to register (not the least because saying so is a way to head off further harassment) that this is really, really bad for anybody who, unlike you, has no financial stake in this project and is (at least notionally) here modding Starsector for fun.
Consider throwing up a text box asking the player for permission the first time the game starts up with the mod, with a simple yes/no choice that enables or disables it. If you tell the player what exactly is being collected, and for what reason, I don't see why people wouldn't opt in!
Edit - disabling calls to the server from old versions without the opt in shouldn't be an issue if you go for that approach.
If anything, this shows that if there's anything even a bit iffy, it will be addressed.
I was collecting data for about six months before anyone commented on it, despite the notice being on the original post the entire time and TASC being open source. If I was doing something malicious and didn't draw any attention to it, I'm not sure when it would have been discovered.
Hey, don't knock it before you try it - the game's in english, too, as are the forums, so there should be at least rudimentary understanding. I think you'll be surprised as to how many people opt in.Consider throwing up a text box asking the player for permission the first time the game starts up with the mod, with a simple yes/no choice that enables or disables it. If you tell the player what exactly is being collected, and for what reason, I don't see why people wouldn't opt in!
Edit - disabling calls to the server from old versions without the opt in shouldn't be an issue if you go for that approach.
I'm not sure that will solve the issue - the data I collected shows that the majority of players using TASC are from countries where English is not the native language. Many players won't understand the prompt, which defeats the purpose of obtaining their consent before collecting anything!
Hey, don't knock it before you try it - the game's in english, too, as are the forums, so there should be at least rudimentary understanding. I think you'll be surprised as to how many people opt in.Consider throwing up a text box asking the player for permission the first time the game starts up with the mod, with a simple yes/no choice that enables or disables it. If you tell the player what exactly is being collected, and for what reason, I don't see why people wouldn't opt in!
Edit - disabling calls to the server from old versions without the opt in shouldn't be an issue if you go for that approach.
I'm not sure that will solve the issue - the data I collected shows that the majority of players using TASC are from countries where English is not the native language. Many players won't understand the prompt, which defeats the purpose of obtaining their consent before collecting anything!
No need to gut the entire feature, I think it's neat.
(Though to be fair, I'd also feel more at ease with an opt in, as having data collected - regardless of what it is - without pressing a button to accept it sits a little strange with me.)
I mean, just keep the feature as a opt-in. Unofficial New Game Plus 0.1.0 has a opt-in data collection that give you 1 story point for doing so and it works just fine.
Hey, don't knock it before you try it - the game's in english, too, as are the forums, so there should be at least rudimentary understanding. I think you'll be surprised as to how many people opt in.Consider throwing up a text box asking the player for permission the first time the game starts up with the mod, with a simple yes/no choice that enables or disables it. If you tell the player what exactly is being collected, and for what reason, I don't see why people wouldn't opt in!
Edit - disabling calls to the server from old versions without the opt in shouldn't be an issue if you go for that approach.
I'm not sure that will solve the issue - the data I collected shows that the majority of players using TASC are from countries where English is not the native language. Many players won't understand the prompt, which defeats the purpose of obtaining their consent before collecting anything!
No need to gut the entire feature, I think it's neat.
(Though to be fair, I'd also feel more at ease with an opt in, as having data collected - regardless of what it is - without pressing a button to accept it sits a little strange with me.)
putting the string in strings.json is enough for translators to be able to handle any language barriers that might pop up, too. plus they're likely already using other mods in english too if they're using yours
This destroys so much trust that it's probably not worth continuing to mod Starsector for me; so, it's actually a big deal, yeah. This just hands a huge win to the 'harass modders you dislike out of the community' side of things, and if you're fine with that, great, but I'm not.
And Boggled is the one who made that happen. Good job! Well done.
I have a question for Boggled. Why were AI Mining Drones Disabled?
Also what is the Lighthouse Building and what does it do? I looked it up in the console and have no idea. Future Content?
I don't think Nex even has an opt-out?
I don't think Nex even has an opt-out?
but somehow people don't give a *** at nex but here act like it's the sky falling on their head
Increase the credit cost of expanding stations when Cramped Quarters is enabled.
Thinking of setting to 1M to slow down even further considering the value of industries and how easy it is to grow stations.
(Probably not everyone's bag tbh, but if we're asking...)
Increase the credit cost of expanding stations when Cramped Quarters is enabled.
Thinking of setting to 1M to slow down even further considering the value of industries and how easy it is to grow stations.
(Probably not everyone's bag tbh, but if we're asking...)
I'd tend to agree since the lore kind of suggests the astropolis kind of stations being quite the architectural wonder. So they probably should be rather expensive to expand to the larger sizes. Maybe requiring a big pile of metals (and/or other resources) to construct each expansion as well as cash ?
Or at least put these sort of things in as options in the config files that players can tweak to their preference.
(I can tweak config files, I do that for other videogames I play, but i know sod-all about javascript, so fiddling with source code is beyond me)
Some potential changes to think about.
Further integration with Unknown Skies.
Specifically an interaction with the Floating Continent condition that can be found on approx. 6% of Gas Giants.
Allow Gas colonies built on worlds with the Floating Continent condition to build Domed Cities.
Removal of a potential terraforming "trap".
When terraforming a world to the tundra type, remove the automatic inclusion of volatiles.
This was useful in prior versions of the game, but now condition exclusive items exist having tundra always include volatile prevents the use of soil nanites, giving a rather large incentive to avoid this specific type.
The player can always add volatiles later if they wish via the existing terraforming improvements option.
Increase the credit cost of expanding stations when Cramped Quarters is enabled.
Thinking of setting to 1M to slow down even further considering the value of industries and how easy it is to grow stations.
(Probably not everyone's bag tbh, but if we're asking...)
I'd tend to agree since the lore kind of suggests the astropolis kind of stations being quite the architectural wonder. So they probably should be rather expensive to expand to the larger sizes. Maybe requiring a big pile of metals (and/or other resources) to construct each expansion as well as cash ?
Or at least put these sort of things in as options in the config files that players can tweak to their preference.
(I can tweak config files, I do that for other videogames I play, but i know sod-all about javascript, so fiddling with source code is beyond me)
I think expanding them, same for planets in general, should be quite the increased cost
if we know that the average crew's salary is 10c and we're possibly increasing the size of a station housing hundreds of thousands, the individual person's cost should be at least higher than a monthly payment
I don't think Nex even has an opt-out?
but somehow people don't give a *** at nex but here act like it's the sky falling on their head
I think this matter should really be put to rest by now, and I'd advise forum moderators to potentially take action if this discussion continues as off topic as it has.
However, I'd like to point out Nexerelin is not directly comparable in this case as it's feature is not intended as a form of telemetry - as in, collecting data for analysis. Further, version checking is not controlled by a central entity as in this case - mod authors are responsible for providing URLs for Nexerelin to check against, and all Nexerelin does is download version information, not upload (in so much as any web request is not an upload of data).
This is not to say someone could collect data by monitoring for downloads of version data from the URL they have supplied, but they would not be able to harvest any more data than the fact someone connected and accessed said data.
I'd also like to offer an apology however unnecessary, as I believe I may have been the first to discuss the existence of this feature in TASC. Hopefully, you can continue collecting data in a manner more agreeable to all.
Hello BoggledSpoilerI have a question, does the planet displacer structure from Ind.Evo take for example take Stellar Reflector Array and Astropolis stations from TASC with the planet or does none of these have a chance to come with the planet when it's displaced?[close]
is there a mirror for this mod at all? the DL link is not working for me. just says takes to long to load and refresh. but it never loads.
Have tried the mod for a run but...Is it just me or does it totally break the game?Yer looking at an outpost. It's a resupply base that does nothing but accumulate supplies and fuel. It's there when you need it due to being so far from civilisation and running short. I like to build them in far flung gate systems, preferably on a gas giant so I can just jump down in from hyperspace when I start getting low. The supplies are not free, you get charged for them at the end of the month. Also it can seriously save your ass if you get heavily damaged by a remnant fight and are far from the core worlds.
Built my first station around a habitable but otherwise unsurveyed planet in a outer rim star system near the corner of the overall general map. Within a few days--with the spaceport not even built--already had a fair amount of supplies and fuel stored in the location produced by said infrastructure somehow, I think it was around a few hundred already in addition to some extra supplies and fuel that I stored there but shouldn't amount to more even a hundred really. Through a span of a few weeks, months, years of in game time? In any case, it didn't really take that long, it was just one trip back to the core systems, by that time, I already had around 4k stockpile of supplies and fuel each respectively within the recently build orbital station that I really built for storage initially. Confusing to say the least. If I sold those supplies and fuels, I'd already broke even with the money spent on the station and journey from there and back and more to spare even. Even without a proper market, resource production line, and actual economics, the station continues to produce supplies and fuels with a rather exceptional rate? Even the major factions stations don't get as much production/stockpile within their markets compared to the stations built using this mod.
Is this really how the mod works or? Did the other mods change it's values or something? Only playing pretty much with Nexerelin, some other mods also are in play but are more on utility like making lasers have different colors or so. Aside from possibly Nexerelin, no other mod should be interfering with the values with the resources production of the mod itself. Either the mod is broke or some other mod (Nex) is affecting it.
Love the idea of it but as is is totally game breaking that I opt not to use it anymore for the time being.
If ever, I suggest trying to rebalance the values to match the base value/stats of the standard game if it already is not. Or make it closer to a more balanced amount anyways of which actually makes sense and doesn't break the game. In addition to that, have to consider factors like actual production lines and economics, like having a supply line and market as well as actual influx like visiting fleets and such to stimulate/boosts the local economy. Like, where and how do they even make the absurd amount of supplies and fuels from? Even if the planet it orbits is habital and possibly have resources to exploit, the orbital station production and rates are just crazy to be blunt.
Why are we limited to 3 astropoli per planet, even if we increase the limit to above 3 in a configuration file?
The download link appears to be working for me. Maybe Github was having issues - try it again and let me know if it works.
Hey boggled, I have something to ask, involving the Planet Killer Device: can you make it count as atrocity just like a normal saturation?
Hello BoggledSpoilerI have a question, does the planet displacer structure from Ind.Evo take for example take Stellar Reflector Array and Astropolis stations from TASC with the planet or does none of these have a chance to come with the planet when it's displaced?[close]
I've never tested that. Make a save before using it and let me know what happens!
Hello BoggledSpoilerI have a question, does the planet displacer structure from Ind.Evo take for example take Stellar Reflector Array and Astropolis stations from TASC with the planet or does none of these have a chance to come with the planet when it's displaced?[close]
I've never tested that. Make a save before using it and let me know what happens!Spoilerthe generator won't allow me to displace the planet when there's any orbital entities except maybe the orbital station
"The generator is unable to fire due to an entity in orbit disrupting the targeting sensors" pretty clever
also for those curious this also means no planet teleport when stellar shade from DIY planets is built[close]
Hello BoggledSpoilerI have a question, does the planet displacer structure from Ind.Evo take for example take Stellar Reflector Array and Astropolis stations from TASC with the planet or does none of these have a chance to come with the planet when it's displaced?[close]
I've never tested that. Make a save before using it and let me know what happens!Spoilerthe generator won't allow me to displace the planet when there's any orbital entities except maybe the orbital station
"The generator is unable to fire due to an entity in orbit disrupting the targeting sensors" pretty clever
also for those curious this also means no planet teleport when stellar shade from DIY planets is built[close]
Well for the thing we have planned, what would really be useful is a listener event when a PK is used (either the vanilla reportSaturationBombardmentFinished call, or a modded one). Does TASC call such an event?Hey boggled, I have something to ask, involving the Planet Killer Device: can you make it count as atrocity just like a normal saturation?
How do you check how many atrocities the player has committed? I think my code should already be incrementing atrocities if the player uses the planet killer.
So I tried tweaking the \Custom_entities.json file - I replaced "sprite":"graphics/stations/station_lowtech1.png" with "/station_hightech1.png"
...and it worked! The station looks much more fitting to my hightech-only playthough now.
Now I have a question:
is there a way I can replace the stations' default interaction screen illustration?
I replaced "interactionImage":"graphics/illustrations/orbital_construction.jpg" with "orbital.jpg" but it didn't work... :(
Well for the thing we have planned, what would really be useful is a listener event when a PK is used (either the vanilla reportSaturationBombardmentFinished call, or a modded one). Does TASC call such an event?Hey boggled, I have something to ask, involving the Planet Killer Device: can you make it count as atrocity just like a normal saturation?
How do you check how many atrocities the player has committed? I think my code should already be incrementing atrocities if the player uses the planet killer.
If not, is there another way to know when a PK has been used? (e.g. if there's an intel event, I could have an everyframe check for that)
I'm not currently calling that event, but I can add it in the next patch. For what you're working on, do you need to differentiate between PK usage and regular saturation bombardment, or is simply calling that event sufficient?Oh I see. Thanks for adding it!
There's no way to tell if a PK has been used in the current version.
I'm not sure why but with the current version mining stations seem to not be picking up asteroid fields or belts, both saying there's none in system and saying I'm too far from one even when I'm sitting in a belt, tried it in two of dassault's systems, penelope's star, and an rng system with consistient results of no belts being detected.
Does the construction of inactive gates have an associated cost and if so is it possible to tweak that cost?
In a save with only TaSC it works fine, which only confuses me more on why with my mods enabled it seems to break, the only mods I added before I noticed mining stations no longer working are PRV and Shadowyards, but how either could cause this is beyond me if they're somehow breaking thingsI'm not sure why but with the current version mining stations seem to not be picking up asteroid fields or belts, both saying there's none in system and saying I'm too far from one even when I'm sitting in a belt, tried it in two of dassault's systems, penelope's star, and an rng system with consistient results of no belts being detected.
I'm not sure what could be causing this - the fields/belts are detected properly on my system. Can you try starting a new game with only TASC enabled and let me know whether they're detected in that save?
In a save with only TaSC it works fine, which only confuses me more on why with my mods enabled it seems to break, the only mods I added before I noticed mining stations no longer working are PRV and Shadowyards, but how either could cause this is beyond me if they're somehow breaking thingsI'm not sure why but with the current version mining stations seem to not be picking up asteroid fields or belts, both saying there's none in system and saying I'm too far from one even when I'm sitting in a belt, tried it in two of dassault's systems, penelope's star, and an rng system with consistient results of no belts being detected.
I'm not sure what could be causing this - the fields/belts are detected properly on my system. Can you try starting a new game with only TASC enabled and let me know whether they're detected in that save?
Editing this as I figure stuff out, it's not either of those I think, gonna go down the modlist one at a time now
Ok for some reason PRV is breaking the mining station being usable and I don't know why
Or not, something happened and I'm just gonna try a fresh install to see what happens, it still doesn't want to work and I am utterly clueless as to why, logs had nothing
I'll keep tryin to hunt down whichever mod is causing the issues, until I find it stations unfortunately just don't workIn a save with only TaSC it works fine, which only confuses me more on why with my mods enabled it seems to break, the only mods I added before I noticed mining stations no longer working are PRV and Shadowyards, but how either could cause this is beyond me if they're somehow breaking thingsI'm not sure why but with the current version mining stations seem to not be picking up asteroid fields or belts, both saying there's none in system and saying I'm too far from one even when I'm sitting in a belt, tried it in two of dassault's systems, penelope's star, and an rng system with consistient results of no belts being detected.
I'm not sure what could be causing this - the fields/belts are detected properly on my system. Can you try starting a new game with only TASC enabled and let me know whether they're detected in that save?
Editing this as I figure stuff out, it's not either of those I think, gonna go down the modlist one at a time now
Ok for some reason PRV is breaking the mining station being usable and I don't know why
Or not, something happened and I'm just gonna try a fresh install to see what happens, it still doesn't want to work and I am utterly clueless as to why, logs had nothing
I tested with only TASC and prv enabled and it worked fine for me. Let me know if you're able to identify which mod is causing the problem!
Does the construction of inactive gates have an associated cost and if so is it possible to tweak that cost?
Yes, the inactive gates cost Domain-era artifacts and some metals and machinery. There's no settings option to configure the cost so it will be necessary to edit the source code and recompile TASC with your preferred values if you don't like the current ones.
So I tried tweaking the \Custom_entities.json file - I replaced "sprite":"graphics/stations/station_lowtech1.png" with "/station_hightech1.png"Do you have any plans to release this mod to the public when it is complete? I'd love to have this in my game.
...and it worked! The station looks much more fitting to my hightech-only playthough now.
Now I have a question:
is there a way I can replace the stations' default interaction screen illustration?
I replaced "interactionImage":"graphics/illustrations/orbital_construction.jpg" with "orbital.jpg" but it didn't work... :(
Why are we limited to 3 astropoli per planet, even if we increase the limit to above 3 in a configuration file?
I wrote the code to handle astropolis construction a long time ago and it only works for a maximum of three. I haven't rewritten it to support more because having a large number of colonies in close proximity causes performance issues.
Question, why was the E.U.T.E.K removed?
Why are we limited to 3 astropoli per planet, even if we increase the limit to above 3 in a configuration file?
I wrote the code to handle astropolis construction a long time ago and it only works for a maximum of three. I haven't rewritten it to support more because having a large number of colonies in close proximity causes performance issues.
Is your mod's source code available?
It's just a JAR and the game data. By source code, I mean the Java code of the mod itself.
When i try to load the newest version of the mod with my mod list, that works with v7.1.3, it crashes on start saying "fatal: special item with id [boggled_euteck] not found while loading drop_group.csv" is this just a mod interaction issue or is there a missing file or something like that.
Thanks
It's just a JAR and the game data. By source code, I mean the Java code of the mod itself.
Did you download the zip file from the link I posted? There's a source folder in there with the Java code and you should be able to import the project into IntelliJ.
Would it be possible to add a functionality to remove abandoned stations? Especially ones already existing in the vanilla core worlds
The issue I faced is that sometimes they are positioned too close to a planet whereby they'd be clipped through by orbital stations and stellar reflectors. An example for this would be the abandoned astropolis around Mairaath.
If It's too complex to add in, another (perhaps possible) solution for the time being would be to change the position of vanilla abandoned stations to be in-line with where TASC's own newly built astropolis would be.
How old are your mods and your game version anyway? Are you trying to load a game which you started with 7.13? Euteck got removed ages ago with 8.0... You could download the latest version of everything including the game and library mods and try again, do not forget to delete the old stuff.
Also: Java 8 since 7 has meh performance if one stacks mods.
Great mod. I was playing around with the settings, and turning almost everything on. I noticed that you can turn on creating a gate in your system. I did that, and started a new game. I can't however make a new gate. Can someone tell me how to do this (I did turn off the colony size requirement, or so I think).
I also like to have three stable points in my home colony, but I don't think the current system allows you to build a third, if yo have two. Am I wrong?
Great mod. I was playing around with the settings, and turning almost everything on. I noticed that you can turn on creating a gate in your system. I did that, and started a new game. I can't however make a new gate. Can someone tell me how to do this (I did turn off the colony size requirement, or so I think).
I also like to have three stable points in my home colony, but I don't think the current system allows you to build a third, if yo have two. Am I wrong?
You build the inactive gates at a stable location. If you disabled the settings that require completing the main quest and having a colony above a certain size, it should be available to build.
There is no way to create additional stable locations using TASC. However, I think there's a feature in vanilla or a different mod that can allow you to do that - maybe someone familiar with that can help.
Not really a issue but a very minor thing noticed by someone obsessed with interaction profile images with the stations ;D:
- Editing custom_entities.json to change the stations' sprite image file path does indeed work.
- Editing the ""interactionImage" file path however, doesn't work most of the time. "graphics/illustrations/orbital_construction.jpg" will almost always be used by default.
- Replacing "orbital_construction.jpg" in the core game folder does work. Stations will look like whatever the new images show.
- Interestingly the image sometimes will flip to what I insert into custom_entities.json but reverse back to orbital_construction.jpg after loading the savegame.
- Editing savegame file with Notepad++ reveals that orbital_construction.jpg is loaded regardless of what's in custom_entities.json
My guess is that some other mods I installed override the image. Or there's another 'layer' over custom_entities.json.I have the computer knowledge of a snail i m justguessing. :P
Can there be a adjustable option in the settings config to adjust the rep amount gained from upgrading makeshift objectives? And which file in jar would I edit for that?
Hello it been a while
how to make mining station?
I am unable to build it and I just lowered the price, but I am unable to build it any asteroid belt and even asteroid themselves because "Unable to build Mining Station and it is far from an asteroid belt" despite the fact I am sitting in a asteroid belt?
I am confused if this is an error or that I messed things up?
Hey folks, does this mod require a new game or can it be added to an existing one? My current vanilla game is approaching the end game and I'd kinda like to pimp my current colonies a little before starting anew.
Here is the Mod List I am Using:
"Terraforming & Station Construction"
"Yunru Industries"
"Unknown Skies"
"transfer_all_items"
"Terraforming & Station Construction"
"Stellar Networks"
"Arma Armatura"
"SpeedUp"
"ShipCatalogVariantEditor"
"Reputation Decay"
"Quality Captains Config"
"Quality Captains"
"no_maintenance_costs"
"Nexerelin"
"ZZ_Modified Industry Requirements - no pollution"
"Magiclib"
"Lazylib"
"Industrial evolution3.0e"
"Gundam UC"
"GraphicsLib"
"Grand Colonies1.0d"
"DroneLib"
"ConsoleCommands"
"BetterColonies"
"Fighter Expansion Rebalanced"
I discovered why you can still build an Harmonic Damper even if you don't have tectonic activity for it to counter: It increases ground defense if you give it an AI core.
Hey Boggled,
Are you still collecting user IP's and settings? I could have swore you had said you were going to switch it off until the next update when it becomes an opt-in but the main page still has the setting listed as an opt-out.
If I'm mistaken fair enough but if not could you do me a favor and update the main page under "Note regarding update checks:". Feel free to call me an idiot if it's already mentioned elsewhere and I'm being blind.
Looking through the main page, there is no mention of anything being able to fix irradiated worlds. Is this just something that isn't part of the mod or am I missing something?
Looking through the main page, there is no mention of anything being able to fix irradiated worlds. Is this just something that isn't part of the mod or am I missing something?
By default you cannot terraform irradiated planets. There's an option in the settings file to enable the Magnetoshield building, which removes the irradiated condition.
I got another question actually. If I make a station orbitting a planet and then put industry on it with a nanoforge, does it get pollution? I'd imagine not since it's in space
One thing I've found I really wanted: I wish there was a config option to allow the player to build syphon stations around any planet of sufficient size that has a volitiles deposit. This would make getting enough volitiles to run a full power fusion lamp way easier, which I would appreciate.
So apparently Archipelago world does NOT count as having a "large amount of water present" for improving farmland. Although maybe it's because it's from some other mod and by default planets aren't filled with water.
How do you build an astropolis station?
Hi, does the Star Wars 2020 mod work with this?
so i terraformed a world into a water world, and can only build farming, not aquaculture, on it. did i do something wrong?
edit - i can build seafloor cities, and get the underwater mesazoic pic. so it certainly counts as a water world, mostly
There's a condition from Kadur Remnant mod which is "Virus Bombed" that can't be protected from via domed cities even though it probably should. Here's the condition for reference:Spoiler(https://i.imgur.com/R8K71yv.png)[close]
And the proof of what i'm talking about:Spoiler(https://i.imgur.com/pjLHvjF.png)[close]
I actually encountered the same bug RE: terraformed water worlds. What happened to me is that after some unknown amount of time after building Farming the industry changed itself into Aquaculture, complete with genelabs seeding it with lobsters. One quirk is that after turning into Aquaculture it gives me the option to build Farming again, though I never tested what would happen if I did.
EDIT: Had some trouble after attaching the wrong screenshot by accident. Fixed that, hopefully.
I read the tooltip for the Virus Bombed condition and concluded that Domed Cities wouldn't mitigate it. If even orbiting spacecraft need to undergo decontamination procedures, that's not something Domed Cities can help with.There's no harm in mitigating some hazard rating as a token effect. ;)
Is there possibly any way to make the current version of the mod compatible with a save that was running version 7.1.3? I really like this mod and the new changes look amazing, but I also really don't want to start a new save just for that. If not possible, what is the latest version that would be backwards compatible with 7.1.3?
Just curious but can you elaborate further on what information you are collecting exactly? In the OP you state your mod collects what options people use for this mod and nothing else but in a further post you mention you are able to see what mods people are using.
Can we get terraforming options to add "detrimental" effects to our planets such as Very Hot, Very Cold, or No Atmosphere so that we can use colony items on a planet provided we can pay the cost? This is the only thing stopping me from permanently uninstalling DIY planets and thus restoring my loot pool.
Hello, how do i change a tundra world to Terran world? Is there a catalogue for whats needed for types of planet?
(https://imgur.com/fbyRggf)
Terribly sorry if this has been answered elsewhere, but I'm not masochistic enough to read through 142 pages of jargon I half understand. xD
So... I've edited the .json file, but when I find or spoof a planetkiller I'm not sure how I'm supposed to interact with the item or designate a planet. I know the other items edited worked because various structures and industries are now available which weren't prior to said editing/toggling. Am I supposed to interact through the the inventory, the ...wherever? Which window do I use to interact? and/or is there more than one setting which needs toggled to make them interactactable?
I feel a little silly for putting so much attention into an item I have no use or desire to use anyway, but I've been flying around and testing what the game's upper limits would look like, and I've spent enough time brooding over it for a couple of weeks I done did the account dagnabit. xD
Much thx, for any advice and the modification. :)
A suggestion for domain archeology industries : replace all techmining industries that does not seems to do anything unless controlled by the player.
It will favor compatibility with mods (I think specifically to Everybody Loves KoC which change the status of Argeus and add industries).
I'm not sure what you mean - TASC already replaces all vanilla techmining industries on NPC colonies at the start of the game.Ok sorry, I play with lots of mods, and I forgot what is in vanilla, and what mods add.
Sorry to bother you about the PKD again, m8...
I think it would be better if it was an extra "military option" when interacting with the colony instead of an ability in the campaign, so other mods that make immediate use of the ListenerUtil.reportSaturationBombardmentFinished(null, market, null) could work with it better. As it stands, a mod that currently uses this listener crashes the game when the PKD is used because the event tied to the listener triggers in the bombed colony immediately after the reputation with other factions go down.
I'm not sure what you mean - TASC already replaces all vanilla techmining industries on NPC colonies at the start of the game.Ok sorry, I play with lots of mods, and I forgot what is in vanilla, and what mods add.
So my suggestion was to replace dynamically all techmining industries including the ones added from the other mods.
I have done it manually in my game, but I understand this is more complex and prone to issues than the actual behaviour, so feel free to discard it.
And for information there is a mod compatibility issue between Everybody Loves KoC and Industrial.Evolution that increase the number of industry on Agreus to 5.
But TASC has nothing to do with it (the techmining replacement work fine), as I though in the first place.
But there might be a mod incompatibility between TASC and Content Unlocking Missions, as Content Unlocking Missions seems to need techmining industry on Agreus.
It is not clear to me but Everybody Loves KoC, in previous version, was removing techmining and refining industries which caused some problems (seen in their respective topic).
Hello, your mod is amazing to enhance the Colony-System management!
I wanted to suggest if there's a possibility to make domain item crafts that come in this mod compatible with DIY planets terraform and other items, because that would be good too. I think that to craft any domain Era Artifact it would be good to add blueprints to lock the artifacts.
Also prices shouldn't be 2000 domain artifacts, I could suggest that each item should have a cost instead that universal 2000 artifacts per item.
For example a Pristine Nanoforge and a Corrupted Nanoforge cost the same but no one will craft a Corrupted Nanoforge because the alternative is better and has the same cost.
Corrupted should cost 1250 artifacts and pristine 2500 artifacts to craft, doing so with each craftable item by this mod.
Each artifact should have an individual cost related to how rare or OP the item is and some of them maybe should be restricted to let's say a blueprint or maybe reverse engineering the artifacts you find via a industry or building on a Colony.
Example: to reverse engineer a Pristine Nanoforge and discover how to craft more Nanoforges, you will need at least 3 Pristine Nanoforges, 2 that you will have to sacrifice on reverse engineering and the 3rd one to craft them back.
This could add more balance to the mod and its features.
The mod is great! Keep the good work!
Hello, your mod is amazing to enhance the Colony-System management!
I wanted to suggest if there's a possibility to make domain item crafts that come in this mod compatible with DIY planets terraform and other items, because that would be good too. I think that to craft any domain Era Artifact it would be good to add blueprints to lock the artifacts.
Also prices shouldn't be 2000 domain artifacts, I could suggest that each item should have a cost instead that universal 2000 artifacts per item.
For example a Pristine Nanoforge and a Corrupted Nanoforge cost the same but no one will craft a Corrupted Nanoforge because the alternative is better and has the same cost.
Corrupted should cost 1250 artifacts and pristine 2500 artifacts to craft, doing so with each craftable item by this mod.
Each artifact should have an individual cost related to how rare or OP the item is and some of them maybe should be restricted to let's say a blueprint or maybe reverse engineering the artifacts you find via a industry or building on a Colony.
Example: to reverse engineer a Pristine Nanoforge and discover how to craft more Nanoforges, you will need at least 3 Pristine Nanoforges, 2 that you will have to sacrifice on reverse engineering and the 3rd one to craft them back.
This could add more balance to the mod and its features.
The mod is great! Keep the good work!
I'm glad you're enjoying the mod!
I'll look into rebalancing some of the crafting costs for the next patch. The nanoforges in particular could probably use adjusting.
I don't want to allow crafting of special items from other mods because it could cause compatibility issues if the other mod author makes changes to their mod.
I'm not going to require blueprints or disassembly to craft items because the purpose of this feature is to allow players to obtain the special items they want without having to spend hours exploring. If they need to obtain the item before they can use crafting, that would defeat the purpose.
Hello, your mod is amazing to enhance the Colony-System management!
I wanted to suggest if there's a possibility to make domain item crafts that come in this mod compatible with DIY planets terraform and other items, because that would be good too. I think that to craft any domain Era Artifact it would be good to add blueprints to lock the artifacts.
Also prices shouldn't be 2000 domain artifacts, I could suggest that each item should have a cost instead that universal 2000 artifacts per item.
For example a Pristine Nanoforge and a Corrupted Nanoforge cost the same but no one will craft a Corrupted Nanoforge because the alternative is better and has the same cost.
Corrupted should cost 1250 artifacts and pristine 2500 artifacts to craft, doing so with each craftable item by this mod.
Each artifact should have an individual cost related to how rare or OP the item is and some of them maybe should be restricted to let's say a blueprint or maybe reverse engineering the artifacts you find via a industry or building on a Colony.
Example: to reverse engineer a Pristine Nanoforge and discover how to craft more Nanoforges, you will need at least 3 Pristine Nanoforges, 2 that you will have to sacrifice on reverse engineering and the 3rd one to craft them back.
This could add more balance to the mod and its features.
The mod is great! Keep the good work!
I'm glad you're enjoying the mod!
I'll look into rebalancing some of the crafting costs for the next patch. The nanoforges in particular could probably use adjusting.
I don't want to allow crafting of special items from other mods because it could cause compatibility issues if the other mod author makes changes to their mod.
I'm not going to require blueprints or disassembly to craft items because the purpose of this feature is to allow players to obtain the special items they want without having to spend hours exploring. If they need to obtain the item before they can use crafting, that would defeat the purpose.
I do understand hat this could help to craft items without exploring but is Also too OP, like if you have 4mil credits you can purchase 8000 artifacts and with a pristine Nanoforge you can craft other 4 Nanoforges, that's 5 Nanoforges for the player faction, very op and you can craft as many as you want and be more powerful than any other faction in the sector.
I'm just saying some items should be more hard to craft because you can get too strong if you got the money and the Nanoforge.
Maybe lock in the most powerful items via a requirement or maybe a bar quest.
Thanks for you hard work! I will be checking on updates!
Have a great day!
Can this work along side DIY Planets Terraforming?
Hello great mod. Use it on every playthrough.
Can you make it so that if a planet that receives no light is equipped with a fusion lamp is able to build the stellar reflector array building? Even though the planet I'm colonizing has artificial light now, I can't build the building. Would love if you could make a small mini change to accommodate for this.
Hi! I am really intrigued by this mod, and I wanted to ask your opinion! : )
So, I'm quite a lot of cycles into my campaign, and I'm growing steadily jealous of the main powers and their stations! Stations are so cool, they are so useful, and I have none of them, an no way to make them! So I decided to look around to correct that :p
I already read that the mod can be added mid save, which is amazing! But I was wondering, what would you think the best way to introduce the mod would be? I was already using DIY planets, so I guess the terraforming part will be out, but I'm especially looking at the "domain mining" part of the mod. My little republic's economy is based primarily on techmining, will that be distrupted in some way? Should I turn off the domain artifacts, or should I not worry about my existing industries and build new planets with them?
Thank you very much!
Hi Boggled, I have an idea/suggestion regarding mining stations and station expansion:
Right now cramped quarters if enabled can be countered with the expand station option, the thing is with that + alpha mining drones and a mantle bore allows mining stations to outpace planets by a huge amount at little cost.
What do you think about changing the expand station structure so that it both is required to stay in the built structures screen to allow the station to stay at the increased colony size, and another must be built to expand again? This way you can turn your mining station into a mining monster but at the cost of losing however many slots are required to reach size 6 based on the cramped quarters size config. The more crew quarters are built, the less space for structures and the more specialised the station becomes.
This could potentially allow mining drones to be brought into balance and require compromise, at least if the player wants their super mining station to be anything else except just that, and this also would make building a single multi-purpose super station impractical compared to multiple stations or astropolis's for the desired function.
TLDR: The idea is to make the expand station structure stay after being built, require it to stay to keep the increased colony size, and require multiple to be built and stay to keep expanding.
Hey Boggled, I am a returning player and was trying to look up the differences between TASC and DIY planets. I noticed your initial comment on the mod forum and how people might prefer DIY over TASC. Anyways I was just trying to make an informed decision on what mod I wanted to utilize between the two. I also wanted to ask if they can both be installed and used at the same time or if there needs to be tinkering beforehand to get them to function.
From what I gather the best of both mods is to simply disable your terraforming options and thats it.
Thanks for your time.
Caused by: java.lang.NullPointerException
at data.campaign.econ.conditions.Cramped_Quarters.apply(Cramped_Quarters.java:75)
at com.fs.starfarer.campaign.econ.Market.addCondition(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.addCondition(Unknown Source)
at com.fs.starfarer.campaign.econ.PlanetConditionMarket.convertToRegular(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.readResolve(Unknown Source)
at com.fs.starfarer.campaign.CustomCampaignEntity.readResolve(Unknown Source)
at sun.reflect.GeneratedMethodAccessor18.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.thoughtworks.xstream.core.util.SerializationMembers.callReadResolve(SerializationMembers.java:78)
My save file broke mid-game, it seems to be caused by TASC. Could you please take a look at it?CodeCaused by: java.lang.NullPointerException
at data.campaign.econ.conditions.Cramped_Quarters.apply(Cramped_Quarters.java:75)
at com.fs.starfarer.campaign.econ.Market.addCondition(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.addCondition(Unknown Source)
at com.fs.starfarer.campaign.econ.PlanetConditionMarket.convertToRegular(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.readResolve(Unknown Source)
at com.fs.starfarer.campaign.CustomCampaignEntity.readResolve(Unknown Source)
at sun.reflect.GeneratedMethodAccessor18.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.thoughtworks.xstream.core.util.SerializationMembers.callReadResolve(SerializationMembers.java:78)
Full starsector.log:
https://www.dropbox.com/s/p07v4q10nj3sw36/starsector.zip?dl=0
The crash does appear to be caused by TASC - sorry about that!
Are there any particular circumstances under which the crash occurs? Did you make any changes to TASC's source code or upgrade to a newer version mid-save?
More specifically, have you done anything with building a station or converting an existing abandoned station into an inhabited one?
What this looks to be is the game farting over some kind of null pointer error when trying to add or activate the Cramped Quarters condition on a market.
Did any of those Astropoli reach a new population size in the time between that last working save and the first busted one?
Edit: Okay, I was able to narrow down to what triggered the error:
Did any of those Astropoli reach a new population size in the time between that last working save and the first busted one?That may have happened.I just loaded the older save that still work, played for a bit, quit then try to load that save and I get this error again.
Edit: Okay, I was able to narrow down to what triggered the error:
- I loaded the last working save, which was right before I engaged and destroyed Adramalech Fortress in Rubicon Star system (Legio faction/tahlan shipworks mod) and just let the game run until the same date as the broken save file. None of my colonies expanded in this time except some constructions are done. I did not interact with my own colonies in either saves. -> nothing happened, the save did not break.
- Then I tried to replicate what I consistently did before the save break: saturation bombing Adramalech Fortress repeatedly until the colony is destroyed, then immediately save then reload. -> Save broken.
- I loaded the last working save to confirm again, sat bomb, save, load -> Save broken.
So it definitely has something to do with the destruction of this colony. But why is it making TASC crash?
Here is Adramalech Fortress colony screen, if its relevant:
https://www.dropbox.com/s/b3au1rk2zhzn2sr/Screenshot%20%28972%29.png?dl=0
Edit: Okay, I was able to narrow down to what triggered the error:
Oh lord, I'm only spitballing and boggled would have to confirm, but I bet the game is getting extremely confused over a previously-populated space station with Cramped Quarters getting sat-bombed into oblivion and now having null population to check against "do I need to restrict population growth".
Either that or it's getting confused about (re)-applying it to a custom campaign entity that was previously populated (since the error is happening in the thread where the game is trying to make sure market conditions are applied to things properly).
Either way, yes, this does appear to be happening because you "forcibly converted" Adramelech into an unpopulated ruin. If you can hold off on that and just continue the game, you should be fine as a workaround. (I'd be curious to see if this happens with a populated station from vanilla, like either of the stations in the Isirah system.)
Hey I wanted to request something,
that being the option to lower/remove certain resource nodes from a planet via terraorming.
Because certain items don't work on planets with specific resources.
For example the farming item (soil nanites) don't work on planets with volatiles. (Also this makes the Terran world option for terraforming automatically adding volatiles to the planet kinda bad)
Thanks for your help trying to troubleshoot this! I suspect you're correct about the root cause, and this probably also causes a null exception with vanilla stations if they're destroyed via saturation bombing.
I want the player to have to make tradeoffs and difficult choices about terraforming, instead of there being an "optimal" planet configuration. Allowing removal of certain conditions that block special items would not be in line with this goal.This goal might possibly be better served by moving minimal volatiles to the Terran type, since:
I want the player to have to make tradeoffs and difficult choices about terraforming, instead of there being an "optimal" planet configuration. Allowing removal of certain conditions that block special items would not be in line with this goal.This goal might possibly be better served by moving minimal volatiles to the Terran type, since:If Terran did get this farming "debuff" then the player can still choose Jungle or Arid if they specifcally wanted to avoid that. And those potenatially have other issues to deal with that make them "unoptimal".
- Tundra is the only cold terraformable type, so there's no choice involved for cold worlds.
- Terran is the "best" class for being guaranteed to not have to deal with temperature conditions (either by default or the presence of mirrors).
- A non-trivial number of players already seem to gravitate toward Terran as the "optimal" default target anyway.
Alternatively, if you really wanted to tease the player with this kind of thing you could not have any guaranteed volatiles for any terraformed type.
But every time a planet is changed to a habitable type they'd get a hidden event that "rolls" for the discovery of volatiles. (All habitable types have a roughly 9% chance of having any in the vanilla procgen. ;) )
Hi, Boggled. Two questions.
One: When it says that worlds with an irradiated atmosphere cannot be terraformed, does it refer to the irradiated world type, or worlds with the irradiated market condition? If it refers to the latter, is it intended for them to be unterraformable with the recent changes to the magnetoshield?
I could see it either way, with it being set so the world type is doomed to represent why no one came back to Hanan Pasha, and why PK's are so bad, it being set to the condition to show the limits of domain terraforming, or it being an oversight you did not notice when doing a common sense fix.
Would love if someone cleared it up.
Two: Is there any way to supress or remove asteroid impacts? Does adding an atmosphere stop them, for example?
Uhh, would you be talking about the planetary shield? If so, I may have a problem, as I have Planetary Shield:Access Control installed, and it may have overwritten that, or caused some incompatibility issue I did not notice.Hi, Boggled. Two questions.
One: When it says that worlds with an irradiated atmosphere cannot be terraformed, does it refer to the irradiated world type, or worlds with the irradiated market condition? If it refers to the latter, is it intended for them to be unterraformable with the recent changes to the magnetoshield?
I could see it either way, with it being set so the world type is doomed to represent why no one came back to Hanan Pasha, and why PK's are so bad, it being set to the condition to show the limits of domain terraforming, or it being an oversight you did not notice when doing a common sense fix.
Would love if someone cleared it up.
Two: Is there any way to supress or remove asteroid impacts? Does adding an atmosphere stop them, for example?
It wasn't my intention to prevent terraforming of Hanan Pacha. I'll take a look at the code later to see what's blocked and what isn't. I think the way I want it to work is that planets with the irradiated condition can't be terraformed, but planets without the irradiated condition but are of the irradiated planet type can be terraformed.
Asteroid impacts can be suppressed by a building that the player can unlock via a vanilla quest (not the main academy questline). In case you haven't completed that quest yet, I won't spoil it for you here!
I was unable to replicate the crash Truly experienced on my system. I downloaded Tahlan Shipworks, satbombed Adramalech Fortress twice so it was destroyed, saved, then reloaded - no crash. I also reviewed my code and I can't identify any obvious reason for the crash.
I created a special build of the mod that includes a bunch of log statements in the method that causes the exception. If you're still experiencing the issue, can you download this version and cause the crash, then send me the stack trace? That should help narrow down why the crash is happening so I can fix it.
https://www.dropbox.com/sh/s7es7tlfot87qi8/AADL2s_wBlUX5zehL5SdRZVMa?dl=0
Thanks again, and sorry about the crash!
Irradiated planets without the irradiated condition shouldn't actually exist in the vanilla game. The core world generation is a somewhat special case because it inconsistently ignores planetgen rules for whatever inane reason.
Uhh, would you be talking about the planetary shield? If so, I may have a problem, as I have Planetary Shield:Access Control installed, and it may have overwritten that, or caused some incompatibility issue I did not notice.Hi, Boggled. Two questions.
One: When it says that worlds with an irradiated atmosphere cannot be terraformed, does it refer to the irradiated world type, or worlds with the irradiated market condition? If it refers to the latter, is it intended for them to be unterraformable with the recent changes to the magnetoshield?
I could see it either way, with it being set so the world type is doomed to represent why no one came back to Hanan Pasha, and why PK's are so bad, it being set to the condition to show the limits of domain terraforming, or it being an oversight you did not notice when doing a common sense fix.
Would love if someone cleared it up.
Two: Is there any way to supress or remove asteroid impacts? Does adding an atmosphere stop them, for example?
It wasn't my intention to prevent terraforming of Hanan Pacha. I'll take a look at the code later to see what's blocked and what isn't. I think the way I want it to work is that planets with the irradiated condition can't be terraformed, but planets without the irradiated condition but are of the irradiated planet type can be terraformed.
Asteroid impacts can be suppressed by a building that the player can unlock via a vanilla quest (not the main academy questline). In case you haven't completed that quest yet, I won't spoil it for you here!
Also, I see what is going on. The magnetoshield used to remove radiation outright, making Hanan Pasha (and worlds hit with your PK) terraformable. However, once you changed it to only supressing it, you did not change it so it checked if it was supressed, thus making all irradiated worlds impossible to terraform, even with the shield.
I was unable to replicate the crash Truly experienced on my system. I downloaded Tahlan Shipworks, satbombed Adramalech Fortress twice so it was destroyed, saved, then reloaded - no crash. I also reviewed my code and I can't identify any obvious reason for the crash.
I created a special build of the mod that includes a bunch of log statements in the method that causes the exception. If you're still experiencing the issue, can you download this version and cause the crash, then send me the stack trace? That should help narrow down why the crash is happening so I can fix it.
https://www.dropbox.com/sh/s7es7tlfot87qi8/AADL2s_wBlUX5zehL5SdRZVMa?dl=0
Thanks again, and sorry about the crash!
Hi, I'm still getting the error, here is the log generated after destroying Adramalech Fortress then save/load again with your build:
https://www.dropbox.com/sh/yq0ljlhazdizf6d/AABHqKCAWkfVwfs-Omwg3EZKa?dl=0
Thanks for testing it! I can see from the logs that apparently that market doesn't have a faction ID after the bombardment, which is peculiar because I think it should be getting set to neutral after a colony is destroyed. I created another test build - this one should hopefully fix the crash. Let me know if it works!
https://www.dropbox.com/sh/f4hauxi0bnomsum/AADv0wEPy5C5GyXlvshLmdsRa?dl=0
--- Would it be possible to have an option to turn off terraforming options piecemeal? DIY Planets is nice, but I like many of the special buildings in TASC like the Mesozoic Park and Domed Cities. Turning off terraforming turns those off as well, even if I specify otherwise in the config file. Cheers!
Uh, Boggled, Hanan Pacha DOES have the irradiated condition.
What counts as an asteroid belt for the mining stations if you have resources depending on number of belts enabled?
Thanks for testing it! I can see from the logs that apparently that market doesn't have a faction ID after the bombardment, which is peculiar because I think it should be getting set to neutral after a colony is destroyed. I created another test build - this one should hopefully fix the crash. Let me know if it works!
https://www.dropbox.com/sh/f4hauxi0bnomsum/AADv0wEPy5C5GyXlvshLmdsRa?dl=0
Thank you, I'm still getting this error with the test build. I've already started a new run and this time I didn't have problem after destroying Adramalech Fortress, so I guess it's really rare case and there was probably something else that triggered it. Here is the log if you still want to take a look:
https://www.dropbox.com/sh/yq0ljlhazdizf6d/AABHqKCAWkfVwfs-Omwg3EZKa?dl=0
Uh, Boggled, Hanan Pacha DOES have the irradiated condition.
I just started a new game and it doesn't appear to have it for me. Are you sure about that?
Uh, Boggled, Hanan Pacha DOES have the irradiated condition.
I just started a new game and it doesn't appear to have it for me. Are you sure about that?
He's using Iron Shell (https://www.patreon.com/posts/70568183). He doesn't know what he's talking about, ignore him.
It's all based on this post (https://fractalsoftworks.com/forum/index.php?topic=23420.0).
Ah, ok.
Looks like I'm going to have to figure out a way to allow terraforming of irradiated planets before the next vanilla update then.
Ah, ok.
Looks like I'm going to have to figure out a way to allow terraforming of irradiated planets before the next vanilla update then.
Maybe add a terraforming project that allows for situational removal of radiation as long as it's not constantly being hit by a source, like a blue giant or a neutron star, etc. That way it would allow to clean planets that were artificially irradiated while still not undermining the usage of the magnetoshield.
Oops, sorry. The post combined with the mod change I did not notice was not vanilla confused me.Uh, Boggled, Hanan Pacha DOES have the irradiated condition.
I just started a new game and it doesn't appear to have it for me. Are you sure about that?
He's using Iron Shell (https://www.patreon.com/posts/70568183). He doesn't know what he's talking about, ignore him.
It's all based on this post (https://fractalsoftworks.com/forum/index.php?topic=23420.0).
So, I was playing the game RN, and I had a question. What is the lore reason deploying a fusion lamp around Telephilus does not convert it into free storage, by powering up the solar arrays? I know the ingame reason (hard to code), but would like your thoughts, since it is canonically irreperable in your mod.
Oops, I mean Telepylus. It's the Gas Giant with a ruined, uncolonizable station in Penelope's star, and according to vanilla lore, it is faling due to a lack of power due to being too far from the sun. Primary power systems were scavenged, secondary systems were gutted in the process, and the tertiary don't get enough light.So, I was playing the game RN, and I had a question. What is the lore reason deploying a fusion lamp around Telephilus does not convert it into free storage, by powering up the solar arrays? I know the ingame reason (hard to code), but would like your thoughts, since it is canonically irreperable in your mod.
Telephilus? Is that vanilla content or from a mod?
Oops, I mean Telepylus. It's the Gas Giant with a ruined, uncolonizable station in Penelope's star, and according to vanilla lore, it is faling due to a lack of power due to being too far from the sun. Primary power systems were scavenged, secondary systems were gutted in the process, and the tertiary don't get enough light.So, I was playing the game RN, and I had a question. What is the lore reason deploying a fusion lamp around Telephilus does not convert it into free storage, by powering up the solar arrays? I know the ingame reason (hard to code), but would like your thoughts, since it is canonically irreperable in your mod.
Telephilus? Is that vanilla content or from a mod?
Fair enough. Maybe it is simply in a stable orbit now? Anyways, thanks for listening to my thoughts.Oops, I mean Telepylus. It's the Gas Giant with a ruined, uncolonizable station in Penelope's star, and according to vanilla lore, it is faling due to a lack of power due to being too far from the sun. Primary power systems were scavenged, secondary systems were gutted in the process, and the tertiary don't get enough light.So, I was playing the game RN, and I had a question. What is the lore reason deploying a fusion lamp around Telephilus does not convert it into free storage, by powering up the solar arrays? I know the ingame reason (hard to code), but would like your thoughts, since it is canonically irreperable in your mod.
Telephilus? Is that vanilla content or from a mod?
I took a look at the description of that station and I don't think it implies that setting up a fusion lamp would restore habitability. The station is described as being heavily damaged and stripped of all useful materials/components.
Hello sir, love your mod, excellent execution and concepts behind the elements
For your information, planets terraformed into water planets and later genelab`ed into volturnian lobster pens do not generate income from lobster export
have a nice day!
Nope, Volturnian Lobster serves as a replacement for luxury goods for manual trade only, with cost scaling with distance from Volturn. It does have the niche use of being perfectly legal in luddic markets, unlike actual luxury goods. Since no market imports it, it is worthless in the colony view, unless you install mods like Lobster Proliferation (reworks it so all worlds consume lobster, and that all water worlds produce it, though at a penalty compared to worlds with lobster pens.) So, Volturnian Lobster seeding is more of a bragging rights thing.Hello sir, love your mod, excellent execution and concepts behind the elements
For your information, planets terraformed into water planets and later genelab`ed into volturnian lobster pens do not generate income from lobster export
have a nice day!
I'm glad you're enjoying the mod!
If the player conquers Volturn using Nexerelin, does Volturn generate income from exporting lobsters?
Nope, Volturnian Lobster serves as a replacement for luxury goods for manual trade only, with cost scaling with distance from Volturn. It does have the niche use of being perfectly legal in luddic markets, unlike actual luxury goods. Since no market imports it, it is worthless in the colony view, unless you install mods like Lobster Proliferation (reworks it so all worlds consume lobster, and that all water worlds produce it, though at a penalty compared to worlds with lobster pens.) So, Volturnian Lobster seeding is more of a bragging rights thing.Hello sir, love your mod, excellent execution and concepts behind the elements
For your information, planets terraformed into water planets and later genelab`ed into volturnian lobster pens do not generate income from lobster export
have a nice day!
I'm glad you're enjoying the mod!
If the player conquers Volturn using Nexerelin, does Volturn generate income from exporting lobsters?
Uh, I was having a bug where aquaculture was asking for farmland... Manually added the industry by command and worked fine. It happened in Ithaca after I terraformed it.
Shouldn't Harmonic Dampers allow construction of Domed Cities on worlds with extreme tectonic activity? The description seems to imply that it should be possible. Logically it should be possible, if the dampers can negate the effects of the tectonic activity on your civilization on the planet.
Shouldn't Harmonic Dampers allow construction of Domed Cities on worlds with extreme tectonic activity? The description seems to imply that it should be possible. Logically it should be possible, if the dampers can negate the effects of the tectonic activity on your civilization on the planet.
What system do you use for the agrav field (which relies on having domes)? Maybe zomething similar could work?Uh, I was having a bug where aquaculture was asking for farmland... Manually added the industry by command and worked fine. It happened in Ithaca after I terraformed it.
Yeah, that bug requires the player to save and then reload to fix it. This is caused by issues with the vanilla API and (as far as I know) is not fixable by mod authors.Shouldn't Harmonic Dampers allow construction of Domed Cities on worlds with extreme tectonic activity? The description seems to imply that it should be possible. Logically it should be possible, if the dampers can negate the effects of the tectonic activity on your civilization on the planet.
Good point - I didn't consider this when I implemented the tectonic activity restriction on Domed Cities. The main problem I can see is what should happen if the player deconstructs the Harmonic Dampers after building Domed Cities, or the Harmonic Dampers are disrupted (ex. by a raid). I'm not sure there's an effective way to communicate to the player that the Domed Cities building will be destroyed in those circumstances, and if it does happen the player will probably feel frustrated by it.
Shouldn't Harmonic Dampers allow construction of Domed Cities on worlds with extreme tectonic activity? The description seems to imply that it should be possible. Logically it should be possible, if the dampers can negate the effects of the tectonic activity on your civilization on the planet.
Dampeners suppresses the quakes, but don't get rid of them entirely, therefore it is still a huge risk to build a dome due to the multitude of potential issues that could arise.
What system do you use for the agrav field (which relies on having domes)? Maybe zomething similar could work?Uh, I was having a bug where aquaculture was asking for farmland... Manually added the industry by command and worked fine. It happened in Ithaca after I terraformed it.
Yeah, that bug requires the player to save and then reload to fix it. This is caused by issues with the vanilla API and (as far as I know) is not fixable by mod authors.Shouldn't Harmonic Dampers allow construction of Domed Cities on worlds with extreme tectonic activity? The description seems to imply that it should be possible. Logically it should be possible, if the dampers can negate the effects of the tectonic activity on your civilization on the planet.
Good point - I didn't consider this when I implemented the tectonic activity restriction on Domed Cities. The main problem I can see is what should happen if the player deconstructs the Harmonic Dampers after building Domed Cities, or the Harmonic Dampers are disrupted (ex. by a raid). I'm not sure there's an effective way to communicate to the player that the Domed Cities building will be destroyed in those circumstances, and if it does happen the player will probably feel frustrated by it.
Or you could just add a line or two to the tooltip explaining, or make it so harmonic dampers add a planetary feature when in operation, THEN use the same system you use so Floating Continent allows it? Just speculating here.
Making it so it could build domes WOULD make some of my army bases worth more, but it also seems a bit... Strong.
Suggestion for a planet or moon sized station that you can build in stable orbits or around a star maybe it could eventually have a story connected to it and obviously it woulf require alot of resources to create...maybe it be build in stages with new functions unlock in each stage
Hey a bit of a suggestion. I think it would be good to have terraforming a planet into a normally habitable planet, not make it automatically habitable if it wasn't before. It kinda makes the actual terraforming ability to make planets Habitable redundant outside of like 2 vanilla faction preowned planets.
Since the Habitability terraforming requires a planet to be capable of becoming habitable, and planets that do don't natuarry generate without it.
Would just be nice to give it more of a use.
It would also fit lorewise since having organic life on a planet does not mean it would be habitable to humans. But thats really besides the point.
Also, a few would be annoyed if they had to do another 200 day project after the 400 day planet type change just to make it habitable.Hey a bit of a suggestion. I think it would be good to have terraforming a planet into a normally habitable planet, not make it automatically habitable if it wasn't before. It kinda makes the actual terraforming ability to make planets Habitable redundant outside of like 2 vanilla faction preowned planets.
Since the Habitability terraforming requires a planet to be capable of becoming habitable, and planets that do don't natuarry generate without it.
Would just be nice to give it more of a use.
It would also fit lorewise since having organic life on a planet does not mean it would be habitable to humans. But thats really besides the point.
You're right that the habitability project has minimal uses. However, I think when players terraform a planet into one of the Earth biome types (ex. Terran, jungle) they expect that planet will have the habitable condition afterwards.
It would be too cumbersome to try to explain that a planet having organic life doesn't automatically mean it's habitable for unprotected humans. Not everyone is familiar with the science behind what conditions humans need to survive.
Hey a bit of a suggestion. I think it would be good to have terraforming a planet into a normally habitable planet, not make it automatically habitable if it wasn't before. It kinda makes the actual terraforming ability to make planets Habitable redundant outside of like 2 vanilla faction preowned planets.
Since the Habitability terraforming requires a planet to be capable of becoming habitable, and planets that do don't natuarry generate without it.
Would just be nice to give it more of a use.
It would also fit lorewise since having organic life on a planet does not mean it would be habitable to humans. But thats really besides the point.
You're right that the habitability project has minimal uses. However, I think when players terraform a planet into one of the Earth biome types (ex. Terran, jungle) they expect that planet will have the habitable condition afterwards.
It would be too cumbersome to try to explain that a planet having organic life doesn't automatically mean it's habitable for unprotected humans. Not everyone is familiar with the science behind what conditions humans need to survive.
Isn't making it habitable basically the entire point of terraforming to begin with? The issue would be more with randomly spawned planets with said types, which shouldn't always have the condition by default. Any planet you deliberately terraform would of course gain the condition since you're purposely changing it and it makes little sense to make an Earth-like biome but not make it suited for Earth life when the whole point is living in it.Hey a bit of a suggestion. I think it would be good to have terraforming a planet into a normally habitable planet, not make it automatically habitable if it wasn't before. It kinda makes the actual terraforming ability to make planets Habitable redundant outside of like 2 vanilla faction preowned planets.
Since the Habitability terraforming requires a planet to be capable of becoming habitable, and planets that do don't natuarry generate without it.
Would just be nice to give it more of a use.
It would also fit lorewise since having organic life on a planet does not mean it would be habitable to humans. But thats really besides the point.
You're right that the habitability project has minimal uses. However, I think when players terraform a planet into one of the Earth biome types (ex. Terran, jungle) they expect that planet will have the habitable condition afterwards.
It would be too cumbersome to try to explain that a planet having organic life doesn't automatically mean it's habitable for unprotected humans. Not everyone is familiar with the science behind what conditions humans need to survive.
Hey a bit of a suggestion. I think it would be good to have terraforming a planet into a normally habitable planet, not make it automatically habitable if it wasn't before. It kinda makes the actual terraforming ability to make planets Habitable redundant outside of like 2 vanilla faction preowned planets.
Since the Habitability terraforming requires a planet to be capable of becoming habitable, and planets that do don't natuarry generate without it.
Would just be nice to give it more of a use.
It would also fit lorewise since having organic life on a planet does not mean it would be habitable to humans. But thats really besides the point.
You're right that the habitability project has minimal uses. However, I think when players terraform a planet into one of the Earth biome types (ex. Terran, jungle) they expect that planet will have the habitable condition afterwards.
It would be too cumbersome to try to explain that a planet having organic life doesn't automatically mean it's habitable for unprotected humans. Not everyone is familiar with the science behind what conditions humans need to survive.
Yeah thats fair.
On a small note it would allow players to max out their organics production, since thats for some reason impossible in vanilla (Since organics are only on habitable planets and Autonomous Mantle Bore doesn't work on habitable planets).
But well, its organics so it doesn't really matter that much in the first place lol.
Isn't making it habitable basically the entire point of terraforming to begin with? The issue would be more with randomly spawned planets with said types, which shouldn't always have the condition by default. Any planet you deliberately terraform would of course gain the condition since you're purposely changing it and it makes little sense to make an Earth-like biome but not make it suited for Earth life when the whole point is living in it.Hey a bit of a suggestion. I think it would be good to have terraforming a planet into a normally habitable planet, not make it automatically habitable if it wasn't before. It kinda makes the actual terraforming ability to make planets Habitable redundant outside of like 2 vanilla faction preowned planets.
Since the Habitability terraforming requires a planet to be capable of becoming habitable, and planets that do don't natuarry generate without it.
Would just be nice to give it more of a use.
It would also fit lorewise since having organic life on a planet does not mean it would be habitable to humans. But thats really besides the point.
You're right that the habitability project has minimal uses. However, I think when players terraform a planet into one of the Earth biome types (ex. Terran, jungle) they expect that planet will have the habitable condition afterwards.
It would be too cumbersome to try to explain that a planet having organic life doesn't automatically mean it's habitable for unprotected humans. Not everyone is familiar with the science behind what conditions humans need to survive.
Isn't making it habitable basically the entire point of terraforming to begin with? The issue would be more with randomly spawned planets with said types, which shouldn't always have the condition by default. Any planet you deliberately terraform would of course gain the condition since you're purposely changing it and it makes little sense to make an Earth-like biome but not make it suited for Earth life when the whole point is living in it.
I agree that randomly generated planets shouldn't all have the habitable condition from a realism standpoint, but I'm not going to change that with TASC.
--- I don't know if this has changed recently, but last time I used this mod Planetary Shields didn't negate the Ground Defense malus of Domed Cities. Is this by design, an oversight or just a limitation of modding? I would think a big, *** off energy shield would remove the vulnerability to bombardment, but perhaps not?
Can you make comppatch so I can use the artillery station with Machine battle station?
Can you make comppatch so I can use the artillery station with Machine battle station?
I'm not sure what you're referring to.
Can you make comppatch so I can use the artillery station with Machine battle station?
I'm not sure what you're referring to.
He's asking for it in the absolute dumbest way possible, let me explain:
He's referring to this post (https://fractalsoftworks.com/forum/index.php?topic=18011.msg381500#msg381500)
The mod implements "Artillery Stations" which do various attacks on the campaign layer as well as being their own small combat station. You can't build them from scratch, so outside of core worlds you gotta defeat them, colonize the planet they are orbiting and build their structure in colony menu, thing is, to build them they need a functioning orbital station first.
As for what that has to do with this mod, since you can build the Remnant Battlestations as an orbital station, they, for some reason, are not being recognized by Industrial.Evolution as a valid station for the purposes of the artillery's requirement.
Hope this clears it out.
Can you make comppatch so I can use the artillery station with Machine battle station?
I'm not sure what you're referring to.
He's asking for it in the absolute dumbest way possible, let me explain:
He's referring to this post (https://fractalsoftworks.com/forum/index.php?topic=18011.msg381500#msg381500)
The mod implements "Artillery Stations" which do various attacks on the campaign layer as well as being their own small combat station. You can't build them from scratch, so outside of core worlds you gotta defeat them, colonize the planet they are orbiting and build their structure in colony menu, thing is, to build them they need a functioning orbital station first.
As for what that has to do with this mod, since you can build the Remnant Battlestations as an orbital station, they, for some reason, are not being recognized by Industrial.Evolution as a valid station for the purposes of the artillery's requirement.
Hope this clears it out.
Yes, thank you!
I posted in the IndEvo thread asking how to add compatibility with the artillery station to TASC. I'll add support for it in the next patch.
tysmCan you make comppatch so I can use the artillery station with Machine battle station?
I'm not sure what you're referring to.
He's asking for it in the absolute dumbest way possible, let me explain:
He's referring to this post (https://fractalsoftworks.com/forum/index.php?topic=18011.msg381500#msg381500)
The mod implements "Artillery Stations" which do various attacks on the campaign layer as well as being their own small combat station. You can't build them from scratch, so outside of core worlds you gotta defeat them, colonize the planet they are orbiting and build their structure in colony menu, thing is, to build them they need a functioning orbital station first.
As for what that has to do with this mod, since you can build the Remnant Battlestations as an orbital station, they, for some reason, are not being recognized by Industrial.Evolution as a valid station for the purposes of the artillery's requirement.
Hope this clears it out.
Yes, thank you!
I posted in the IndEvo thread asking how to add compatibility with the artillery station to TASC. I'll add support for it in the next patch.
is there a way to "fastbuild" a terraforming project? or make it faster (other than modifying setting files)
479122 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.intel.Nex_FactionCommissionIntel.reportSaturationBombardmentF inished(Nex_FactionCommissionIntel.java:145)
at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportSaturationBombardmen tFinished(ListenerUtil.java:152)
at data.campaign.econ.boggledTools.decivilizeMarketWithPlanetKiller(boggledTools.java:3035)
at data.campaign.econ.boggledTools.applyPlanetKiller(boggledTools.java:2965)
at data.campaign.econ.abilities.Deploy_Planet_Killer.activateImpl(Deploy_Planet_Killer.java:24)
MarketCMD.TempData actionData = new MarketCMD.TempData();
actionData.bombardType = BombardType.SATURATION; /* probably not needed but just in case someone forgot which listener method they were using */
actionData.willBecomeHostile = hostile; /* PLACEHOLDER: fill this with factions that will get mad */
ListenerUtil.reportSaturationBombardmentFinished(null, market, actionData);
Hey! I thought I'd pop over and tell you here, it's more likely you'll see it that way.Hello! I'm the author of TASC. How can I add compatibility with the IndEvo artillery station to the Remnant station from TASC?Do you know how to enable building artillery for stations from other mods(like the remnant battlestation from terraforming)Mod author has to add compatibility.
@Override
protected void ensureStationEntityIsSetOrCreated() {
if (stationEntity == null) {
for (SectorEntityToken entity : market.getConnectedEntities()) {
if (entity.hasTag(Tags.STATION) && !entity.hasTag("no_orbital_station")) {
stationEntity = entity;
usingExistingStation = true;
break;
}
}
}
if (stationEntity == null) {
stationEntity = market.getContainingLocation().addCustomEntity(
null, market.getName() + " Station", Entities.STATION_BUILT_FROM_INDUSTRY, market.getFactionId());
SectorEntityToken primary = market.getPrimaryEntity();
float orbitRadius = primary.getRadius() + 150f;
stationEntity.setCircularOrbitWithSpin(primary, (float) Math.random() * 360f, orbitRadius, orbitRadius / 10f, 5f, 5f);
market.getConnectedEntities().add(stationEntity);
stationEntity.setMarket(market);
}
}
Posting this here since someone else had this issue but can't post on forum (and it's kinda my fault for giving incorrect code previously)
Using a planetkiller causes Nex's commission intel to NPE, since it expects a non-null actionData arg for reportSaturationBombardmentFinished:479122 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.intel.Nex_FactionCommissionIntel.reportSaturationBombardmentF inished(Nex_FactionCommissionIntel.java:145)
at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportSaturationBombardmen tFinished(ListenerUtil.java:152)
at data.campaign.econ.boggledTools.decivilizeMarketWithPlanetKiller(boggledTools.java:3035)
at data.campaign.econ.boggledTools.applyPlanetKiller(boggledTools.java:2965)
at data.campaign.econ.abilities.Deploy_Planet_Killer.activateImpl(Deploy_Planet_Killer.java:24)
I'll add a safety check in my Nex update when I get around to actually doing the said update; other than that, you should pass it a non-null value since the listener reasonably expects it, and fill it with relevant data.
Something like:Code: javaMarketCMD.TempData actionData = new MarketCMD.TempData();
actionData.bombardType = BombardType.SATURATION; /* probably not needed but just in case someone forgot which listener method they were using */
actionData.willBecomeHostile = hostile; /* PLACEHOLDER: fill this with factions that will get mad */
ListenerUtil.reportSaturationBombardmentFinished(null, market, actionData);
Hey! I thought I'd pop over and tell you here, it's more likely you'll see it that way.Hello! I'm the author of TASC. How can I add compatibility with the IndEvo artillery station to the Remnant station from TASC?Do you know how to enable building artillery for stations from other mods(like the remnant battlestation from terraforming)Mod author has to add compatibility.
Adding compat is simple, just add this small bit of code in your orbital station industry class, and the "indevo_compat" tag to the industry in industries.csv, and I'll have it patched with the upcoming update!
Code@Override
protected void ensureStationEntityIsSetOrCreated() {
if (stationEntity == null) {
for (SectorEntityToken entity : market.getConnectedEntities()) {
if (entity.hasTag(Tags.STATION) && !entity.hasTag("no_orbital_station")) {
stationEntity = entity;
usingExistingStation = true;
break;
}
}
}
if (stationEntity == null) {
stationEntity = market.getContainingLocation().addCustomEntity(
null, market.getName() + " Station", Entities.STATION_BUILT_FROM_INDUSTRY, market.getFactionId());
SectorEntityToken primary = market.getPrimaryEntity();
float orbitRadius = primary.getRadius() + 150f;
stationEntity.setCircularOrbitWithSpin(primary, (float) Math.random() * 360f, orbitRadius, orbitRadius / 10f, 5f, 5f);
market.getConnectedEntities().add(stationEntity);
stationEntity.setMarket(market);
}
}
Sup,
So uh, I wanted to ask, is it possible to make the Dome City defense debuff configurable? I've always felt that the 0.05 was a bit too harsh, but I have no real way of editing it, ain't no code wiz you see. If not, maybe an upgrade to the dome city 'industry' that makes it less fragile? Maybe partitions the inside of the dome or something? Or maybe creates a big ol shield generator over it? Dunno. Even a .25x multiplier would be so much better than the crippling 0.05x.
With thanks, GreekPerseus
Hello!
there is some error when i install you mode
77976 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Special item with id [boggled_euteck] not found while loading drop_groups.csv
java.lang.RuntimeException: Special item with id [boggled_euteck] not found while loading drop_groups.csv
at com.fs.starfarer.loading.SpecStore$14.?00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore$14.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.?00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.public(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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Is there a way to increase the growth malus from Cramped Quarters to -50 or -100? My growth stats are overpowering the -25, which makes precise colony control very frustrating.
Dunno if this is something that can be changed, but if a modded space station is abandons it loses all it's traits if you attempt to rehabilitate it again, this includes things like Resource Deposits for more mining-style stations. There any way to fix that?
Looks like a great mod, but I didn't use it for my Nex playthrough since I don't like using stuff too much if the AI can't use it as well.
Can the AI terraform, construction stations, as well?
I wonder, is it possible to make it so that to create the AI Battlestation you need to have destroyed and salvaged a Remnant Nexus previously in addition to needing the skill? I know you can do so with ship blue prints but not so much with infrastructure and structures.
Side Note: If you create an AI Battlestation you probably should be given the blueprints for the Remnant fleets, as it's kinda weird that your station can produce the ships, but you cannot order them and instead have to salvage them from any still active remnant Nexus.
How do i ADD the station building ability to my ability bar? From where can i take this ability? I don't see any ability-selecting tab in this game, only the one in the bottom of my screen, and it doesn't have any station building abilities.
So I have a governorship over a colony but I can't build an orbital station cuz colony deure is not mine. That's kinda cringe. But I can colonise, build, gift all and be happy governor. That's kinda cringe too.
So I have a governorship over a colony but I can't build an orbital station cuz colony deure is not mine. That's kinda cringe. But I can colonise, build, gift all and be happy governor. That's kinda cringe too.
When you rent an apartment, does your landlord permit you to remodel it?
Either way, there should be a settings option to allow construction of astropoli around planets the player governs. Did you enable it?
I have a suggestion, but might it be worth considering making a quest line similar to the Red Planet to unlock the terraforming technologies?He has said he does not want to sideline the stuff into lategame content. Still, maybe have it tied to some easy-ish to medium difficulty missions (maybe tied to the penelope sporeship) with only basic stuff already unlocked? The building BP mechanic seems underutilized.
Having gone through the vanilla game entirely, I'm going to look into this mod. One comment: your post doesn't actually explain what any of the terraforming stuff is. I was surprised to see settings talking about 400 days to change, 200 days, etc. Also not sure what the Siphon Station and Astropolis station are meant to do. Is the Siphon a replacement for the Gas Giant entirely or just an "extra" volatiles extraction over the completely vanilla gas giant colonization experience? The Astropolis is what exactly? The settings file also has options like Hydroponics and Cloning industries that have no specific information. Without a Readme explaining every option, I'm left to just ask here or literally download and install the mod, then check at whatever point what all this exactly does. Popularity of the mod aside, would be great to have these answered in the initial post.
I have a suggestion, but might it be worth considering making a quest line similar to the Red Planet to unlock the terraforming technologies?He has said he does not want to sideline the stuff into lategame content. Still, maybe have it tied to some easy-ish to medium difficulty missions (maybe tied to the penelope sporeship) with only basic stuff already unlocked? The building BP mechanic seems underutilized.
Your post doesn't actually explain what any of the terraforming stuff is. I was surprised to see settings talking about 400 days to change, 200 days, etc.
Also not sure what the Siphon Station and Astropolis station are meant to do. Is the Siphon a replacement for the Gas Giant entirely or just an "extra" volatiles extraction over the completely vanilla gas giant colonization experience?
The Astropolis is what exactly?
Hey, boggled. Bad news. Using your mod and Illustrated Entities at the same time, then building astropoli on two planets in the same system, breaks the system used for planet description changes. Not sure what end causes the bug, but now I can't change the descriptions of Ithaca's astropoli, only the ones on Telephilus.
Yes, yes it does. And its relevance for games with your mod is obvious.Hey, boggled. Bad news. Using your mod and Illustrated Entities at the same time, then building astropoli on two planets in the same system, breaks the system used for planet description changes. Not sure what end causes the bug, but now I can't change the descriptions of Ithaca's astropoli, only the ones on Telephilus.
Wow, I had no idea that mod existed. It looks awesome!
I'll take a look and try to fix the issue. I've been very busy recently but I'm going to try to release an update before the end of the year to fix this and also the other compatibility issues that came up.
Would it be possible to add Terran Eccentric and Unknown Skies planet variants as terraforming options? Mainly thinking of Continental, Lifeless Arid, Auric, and Alkali. I like their textures. :P
Would it be possible to add Terran Eccentric and Unknown Skies planet variants as terraforming options? Mainly thinking of Continental, Lifeless Arid, Auric, and Alkali. I like their textures. :P
I requested something like this a couple months back, i don't think Boggled's stance has changed on this, here's what he had to say at the time (https://fractalsoftworks.com/forum/index.php?topic=17094.msg369674#msg369674)
First of all, great work, I consider this mod 200% vital to the game and I hope it gets added officially
Secondly um, how do I build the stations? I'm um...unsure as to how to do this.
Will you be expanding this mod with more features over time?
One thing I think would be neat by the way, is if the Chameleon could overtime reveal the location of Pather bases
Would it be possible to add Terran Eccentric and Unknown Skies planet variants as terraforming options? Mainly thinking of Continental, Lifeless Arid, Auric, and Alkali. I like their textures. :P
I requested something like this a couple months back, i don't think Boggled's stance has changed on this, here's what he had to say at the time (https://fractalsoftworks.com/forum/index.php?topic=17094.msg369674#msg369674)
I do intend to add terraforming support for some Unknown Skies planet types in the future. This will happen after I transition the terraforming control panel from the colony menu to the intel screen.
And for the record, about 50% of TASC users also had Unknown Skies installed (and I doubt that number has changed much since I stopped collecting data), so there's enough players using it to justify adding this feature.
Dunno if this is something that can be changed, but if a modded space station is abandons it loses all it's traits if you attempt to rehabilitate it again, this includes things like Resource Deposits for more mining-style stations. There any way to fix that?
Stations created using TASC should re-populate their resource deposits (if they have any) upon recolonization. Stations with deposits created by other mods will not do so unless I add support for them - what mod and what station did you notice this issue with?
Having gone through the vanilla game entirely, I'm going to look into this mod. One comment: your post doesn't actually explain what any of the terraforming stuff is. I was surprised to see settings talking about 400 days to change, 200 days, etc. Also not sure what the Siphon Station and Astropolis station are meant to do. Is the Siphon a replacement for the Gas Giant entirely or just an "extra" volatiles extraction over the completely vanilla gas giant colonization experience? The Astropolis is what exactly? The settings file also has options like Hydroponics and Cloning industries that have no specific information. Without a Readme explaining every option, I'm left to just ask here or literally download and install the mod, then check at whatever point what all this exactly does. Popularity of the mod aside, would be great to have these answered in the initial post.
Did you read the mod features guide in the original post? It covers some of the questions you asked here.
Minor bug, but the game seems to consider autonomous colonies as part of another faction rather than your own so you cannot create Astropolis around them.Dunno if this is something that can be changed, but if a modded space station is abandons it loses all it's traits if you attempt to rehabilitate it again, this includes things like Resource Deposits for more mining-style stations. There any way to fix that?
Stations created using TASC should re-populate their resource deposits (if they have any) upon recolonization. Stations with deposits created by other mods will not do so unless I add support for them - what mod and what station did you notice this issue with?
Following Factions have special stations with traits or other special structures on them: Diable Avionics, Junkyard Dogs, Neutrino Corp's Nostalgia Edition, Outer Rim Alliance, Star Federation, Interstellar Imperium. I do wonder if it might be easier to just make it so that if a station decivilizes it instead turns Independent, Luddic Path, or Pirate.
Having gone through the vanilla game entirely, I'm going to look into this mod. One comment: your post doesn't actually explain what any of the terraforming stuff is. I was surprised to see settings talking about 400 days to change, 200 days, etc. Also not sure what the Siphon Station and Astropolis station are meant to do. Is the Siphon a replacement for the Gas Giant entirely or just an "extra" volatiles extraction over the completely vanilla gas giant colonization experience? The Astropolis is what exactly? The settings file also has options like Hydroponics and Cloning industries that have no specific information. Without a Readme explaining every option, I'm left to just ask here or literally download and install the mod, then check at whatever point what all this exactly does. Popularity of the mod aside, would be great to have these answered in the initial post.
Did you read the mod features guide in the original post? It covers some of the questions you asked here.
Yep, read the initial, for sure. Would be great to have all those settings and options explained. Something like a spoiler box that has all the options in the settings file that do not have a long explanation for what it is included and with a full explanation (the days thing I saw was initially confusing because, since it wasn't mentioned in the terraforming items area, I assumed it was something new or separate).
Seems like there is meant to be an option in the settings file to enable universal terraforming, but I can't find anything about it in that file. I want to terraform volcanic worlds partially such as take out the toxic atmosphere of one of my worlds but have no idea how to add volcanic worlds as terraformable on my own without some setting to enable it, and it's not fun to be forced to use console commands for a feature that makes sense for this mod to have, since I remember from a year or so ago I could do this.
Having gone through the vanilla game entirely, I'm going to look into this mod. One comment: your post doesn't actually explain what any of the terraforming stuff is. I was surprised to see settings talking about 400 days to change, 200 days, etc. Also not sure what the Siphon Station and Astropolis station are meant to do. Is the Siphon a replacement for the Gas Giant entirely or just an "extra" volatiles extraction over the completely vanilla gas giant colonization experience? The Astropolis is what exactly? The settings file also has options like Hydroponics and Cloning industries that have no specific information. Without a Readme explaining every option, I'm left to just ask here or literally download and install the mod, then check at whatever point what all this exactly does. Popularity of the mod aside, would be great to have these answered in the initial post.
Did you read the mod features guide in the original post? It covers some of the questions you asked here.
Yep, read the initial, for sure. Would be great to have all those settings and options explained. Something like a spoiler box that has all the options in the settings file that do not have a long explanation for what it is included and with a full explanation (the days thing I saw was initially confusing because, since it wasn't mentioned in the terraforming items area, I assumed it was something new or separate).
Yeah, you're right that there's no explanations for much of the non-default content (ex. Hydroponics and Cloning). I didn't want to include information about that in the original post because it would confuse players since it's not enabled by default, and it would entice players to enable the content even though it's my belief that the non-default content makes the gameplay experience worse (which is why it's non-default!).
If you do enable those buildings, the in-game tooltips for them explain how they function. If you merely read the tooltips, don't like what you see, and disable the content, it won't break your save.
At the worst, people are downloading something they don't have full knowledge of, and that has a feeling close to intentionally hiding code. I've just always been a big fan of ensuring everyone knows exactly what a download contains and how to adjust it, if possible.
3599098 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.campaign.econ.conditions.Cramped_Quarters.apply(Cramped_Quarters.java:75)
at com.fs.starfarer.campaign.econ.Market.addCondition(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.addCondition(Unknown Source)
at com.fs.starfarer.campaign.econ.PlanetConditionMarket.convertToRegular(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.getMarket(Unknown Source)
at com.fs.starfarer.campaign.ui.intel.StarSystemDisplay.getStandaloneStations(Unknown Source)
at com.fs.starfarer.campaign.ui.intel.OoOO.ÕÓO000(Unknown Source)
at com.fs.starfarer.campaign.ui.intel.OoOO.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.for.setSize(Unknown Source)
at com.fs.starfarer.campaign.comms.F.Õø0000(Unknown Source)
at com.fs.starfarer.campaign.comms.F.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.for.setSize(Unknown Source)
at com.fs.starfarer.ui.Q.setSize(Unknown Source)
at com.fs.starfarer.ui.newui.OO0O$7.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Hello boggled, i seem to have a crash that is similar to the one posted by truly, also after a really long 100+ hour game,Code3599098 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.campaign.econ.conditions.Cramped_Quarters.apply(Cramped_Quarters.java:75)
at com.fs.starfarer.campaign.econ.Market.addCondition(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.addCondition(Unknown Source)
at com.fs.starfarer.campaign.econ.PlanetConditionMarket.convertToRegular(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.getMarket(Unknown Source)
at com.fs.starfarer.campaign.ui.intel.StarSystemDisplay.getStandaloneStations(Unknown Source)
at com.fs.starfarer.campaign.ui.intel.OoOO.ÕÓO000(Unknown Source)
at com.fs.starfarer.campaign.ui.intel.OoOO.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.for.setSize(Unknown Source)
at com.fs.starfarer.campaign.comms.F.Õø0000(Unknown Source)
at com.fs.starfarer.campaign.comms.F.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.for.setSize(Unknown Source)
at com.fs.starfarer.ui.Q.setSize(Unknown Source)
at com.fs.starfarer.ui.newui.OO0O$7.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Unlike him though i could not for the life of me find what was actually causing it, i tried doing a bunch of things differently and nothing really stopped it from crashing. Also weirdly it only crashed when i pressed the intel button, if i never pressed it seems i could play forever, as long as i never needed to load as all saves would become corrupted.
Another thing is that even though the crash seems to be related to the cramped quarters thing, i play with that setting off, is it still supposed to check for it even when its off?
The full log:
https://www.dropbox.com/s/60lzemszgic0m8x/starsector.log?dl=0
Any chance that we'll be able to construct artillery stations of our own when the compat update for ind.evo is out? I'd rather enjoy being able to defend my home system more effectively! I imagine it being exceptionally expensive though, maybe late-midgame costs.
Volcanic Stuff...
There may be a consisent way to allow the player to improve volcanic worlds via the use of a specific colony item.
Lets imagine there's a building that can only be constructed on a volcanic world - call it a magma power plant, or some other suitably themed thing.
Give it a minor benefit that will attract the player's attention. Like a small but noticable reduction to colony maintenance.
A cryoarithmatic engine can be installed in this building to have the following effects:What this will not do:
- Slight improvement to original effect of building.
- If colony has extreme heat or extreme tectonics, those conditions are suppressed and replaced with a +25% rating for each labeled "Cryoarithmatic Adjustment" * (same process as the supress/replace the fusion lamp uses).
- Allow terraforming of the world into a different type.
- Remove heat or tectonics entirely.
* Some random fluff about the cryo engine being "encouraged" to even more aggressively seek out and tap sources of heat, reducing the overall level of heat & thus energy in the tectonic system as it pecks away at whatever mundane but non-trival task its been given. (Processing trade tariff forms :P)
Alternatively if messing with conditions if undesireable, the cryo engine could give a flat reduction to hazard based on heat with the greater effect given to extreme heat (similar to the military bonus).
It may also be beneficial to consider allowing atmospheric changes on volcanic worlds using a similar mechanic to the magnetoshield.
The change stays as long as the building does - if the building is removed, the original condition(s) returns.
I do think that volcanic worlds though should be able to have an atmospheric processor to help with Toxicity/Density issues.
I do think that volcanic worlds though should be able to have an atmospheric processor to help with Toxicity/Density issues.
How can atmospheric toxicity be remediated when active volcanos are constantly spewing toxic gases all over the planet?
I do think that volcanic worlds though should be able to have an atmospheric processor to help with Toxicity/Density issues.
How can atmospheric toxicity be remediated when active volcanos are constantly spewing toxic gases all over the planet?
How about something that mitigates the effect instead of eliminating it? Something along the lines of how the Harmonic Dampeners work, that way you'd have to compromise a building slot in order to mitigate the effects of the condition.
You would think that for this, Domes would be the answer, but the vast majority of the volcanic worlds come with tectonics, which means, no domes.
How can atmospheric toxicity be remediated when active volcanos are constantly spewing toxic gases all over the planet?That would be why you'd need to keep the atmosphere processor, a rather expensive building, around permanently.
It's only the extreme heat which will still be impossible to suppress - maybe I'll add a settings option to make Stellar Reflectors suppress Extreme Heat and Extreme Cold for players who really want it.Would this be full suppression, or an equivalent of 1 "step" of heat hazard?
It's only the extreme heat which will still be impossible to suppress - maybe I'll add a settings option to make Stellar Reflectors suppress Extreme Heat and Extreme Cold for players who really want it.Would this be full suppression, or an equivalent of 1 "step" of heat hazard?
Might I suggest the latter could possibly be preferable.
I do think that volcanic worlds though should be able to have an atmospheric processor to help with Toxicity/Density issues.
How can atmospheric toxicity be remediated when active volcanos are constantly spewing toxic gases all over the planet?
I could create an offsetting -25% hazard, but that would be confusing since all the other buildings suppress the condition, not offset the hazard (except Underwater Cities, because suppressing the water surface condition messes with Aquaculture).Yes, this is what I was trying to convey. The same way the fusion lamp works (without the resource related variability) - blot out the condition then put a modifier back in.
Like, the toxic atmosphere might become a problem in the future, but we're talking maybe a couple thousand cycles and then it's the future people's problem.This. Also there is precedent for this specific outlook which can be seen when you create a new stable location.
Am I going crazy or wasn't there an option to build an automonous station (like the mining/siphon/astropolis), if you have an AI core in your inventory?
No, a feature like that has never been in TASC. Stations built using TASC are part of the player's faction initially.
Could we get a use for the GPA (right now it is a money sink), and an option to build it in the settings (much like the limelight and criosanctum)?
Not necessarily something amazing, but maybe something at least interesting?
Like, +5 rep with the indies every cycle, or +5% planet income per stable location in system, and +10% for the gate (would it even be possible?) reflecting collab with galatia on research?
It feels kinda weird that it does nothing but suck up maintenance cash.
I see... Makes sense, I guess.Could we get a use for the GPA (right now it is a money sink), and an option to build it in the settings (much like the limelight and criosanctum)?
Not necessarily something amazing, but maybe something at least interesting?
Like, +5 rep with the indies every cycle, or +5% planet income per stable location in system, and +10% for the gate (would it even be possible?) reflecting collab with galatia on research?
It feels kinda weird that it does nothing but suck up maintenance cash.
The player isn't really meant to gain control of a market with the GPA on it. I know it becomes possible with Nex though.
I could add some miscellaneous bonus to it and make it buildable, but I don't see how that would improve gameplay. I think it's fine to leave it as-is, and having no benefits makes sense because (just like real life) it only provides some abstract scientific knowledge that isn't practically useful and won't be until some point in the future.
release the ability's to make coronal hypershunts this is what i want for Christmas.
thank yourelease the ability's to make coronal hypershunts this is what i want for Christmas.
No promises, but I'll try!
Nothing like asserting dominance on Kentington to get your mod to be even better, heh?release the ability's to make coronal hypershunts this is what i want for Christmas.
No promises, but I'll try!
I'm unsure why, maybe due to updating some other mods I've been running all the time, but now I'm unable to turn an Make shift Habital into an Orbital Station. I'm fairly sure its from TASC and not another mod.
I'm, however, unsure of what mod might be causing this as while the option comes up for making a habitable station, choosing the option now seems to do nothing and instead repeatedly send the same message about constructing the habitat into a station
Hello
First of all I really enjoyed your mod so far
But I noticed that in order for DIY planets to be compatible I need to turn the terraforming off in the json file.
However, do I need to start a new save or keep playing with the current one?
Because I'm worried that it might break something after I turned that off.
Hello it's been a while when i mention that i am unable to build the mining stations here is the config i messed with, please help me find the problem, I just lower the cost of the build and it been like that ever since...
{
"ruleCommandPackages":[
"data.scripts"
],
#################
# VERSION CHECKER
#################
# Only checks for updates if Nexerlin is not active, since Nexerelin now includes Version Checker.
# If Nexerelin is not active, this mod uses boggled's API to check for updates. It also reports
# what settings the player has enabled in this file to assist boggled with developing the mod.
# Changing this setting to false will disable all networking to boggled's API.
"boggledCheckForUpdates":true,
#######################
# TERRAFORMING SETTINGS
#######################
# Setting this to false will completely disable any terraforming content
"boggledTerraformingContentEnabled":true,
# Controls how long planet type changes take (in days)
"boggledTerraformingTime":4,
# Controls how long resource improvements take (in days)
"boggledResourceImprovementTime":2,
# Controls how long condition improvements take (in days)
"boggledConditionImprovementTime":2,
# Can be used to disable the Stellar Reflector Array structure
# Note that this will make many terraforming projects impossible to complete.
"boggledStellarReflectorArrayEnabled":true,
# Automatically adds the structure to markets that start the game with reflectors in orbit.
# Disabling this will cause Eventide, Eochu Bres and some other planets to have the market condition "for free"
# without needing to keep this structure.
"boggledStellarReflectorArrayMarketAutoPlacementEnabled":true,
# Can be used to disable the Genelab structure
"boggledGenelabEnabled":true,
# Can be used to disable the Mesozoic Park industry
"boggledMesozoicParkEnabled":true,
# Can be used to disable the Domed Cities/Seafloor Cities structure
"boggledDomedCitiesEnabled":true,
# Can be used to enable the Harmonic Damper structure
# This building suppresses tectonic activity.
"boggledHarmonicDamperEnabled":true,
# Can be used to enable the Planetary Agrav Field structure
# This building suppresses high/low gravity if Domed Cities is built on the colony.
"boggledPlanetaryAgravFieldEnabled":true,
# Can be used to enable the Magnetoshield structure
# This building remove the "Irradiated" condition, but it will return if
# the building is deconstructed.
"boggledMagnetoshieldEnabled":true,
# Can be used to enable the Planet Cracker structure
# Only buildable on stations orbiting a planet.
# This will permanently improve ore and rare ore resources by one level on the planet but
# adds tectonic activity - can't be used if planet already has tectonic activity.
"boggledPlanetCrackerEnabled":true,
# Can be used to enable the Ouyang Optimizer structure
# Only buildable on stations orbiting a planet.
# This will permanently improve volatiles resources by one level on the planet but
# adds extreme weather - can't be used if planet already has extreme weather.
"boggledOuyangOptimizerEnabled":true,
##################
# STATION SETTINGS
##################
# Setting this to false will completely disable all station construction content
"boggledStationConstructionContentEnabled":true,
# Setting this to true will cause station construction to take the specified number of days
"boggledStationConstructionDelayEnabled":false,
"boggledStationConstructionDelayDays":90,
# Enables construction of astropoli in orbit around planets.
# Three astropoli can be built around each planet by default.
"boggledAstropolisEnabled":true,
"boggledMaxNumAstropoliPerPlanet":3,
"boggledCanBuildAstropolisOnPurchasedGovernorshipPlanets":false,
# Astropli can only be built around large planets with a relatively clear orbit.
# Setting this to true will remove those restrictions.
"boggledAstropolisIgnoreOrbitalRequirements":false,
# Controls the costs for building astropolis stations
"boggledAstropolisStationBuildCreditCost":5000,
"boggledAstropolisStationBuildCrewCost":100,
"boggledAstropolisStationBuildHeavyMachineryCost":200,
"boggledAstropolisStationBuildMetalCost":100,
"boggledAstropolisStationBuildTransplutonicsCost":200,
# Controls the sprites used for astropolis stations.
# 0 - Alternates between low tech, midline and high tech sprites.
# 1 - All low tech sprites.
# 2 - All midline sprites.
# 3 - All high tech sprites.
"boggledAstropolisSpriteToUse":0,
# Setting this to false will disable mining station construction
"boggledMiningStationEnabled":true,
# 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":3,
# Controls how the ore resource levels for mining stations are assigned
"boggledMiningStationLinkToResourceBelts":false,
# If boggledMiningStationLinkToResourceBelts is set to false above, the following option will control ore resources
# on mining stations:
# 1 = Sparse, 2 = Moderate, 3 = Abundant, 4 = Rich, 5 = Ultrarich, Any other value = set to moderate
"boggledMiningStationStaticAmount":2,
# If boggledMiningStationLinkToResourceBelts is set to true above, the following options will control ore resources
# on mining stations. Resources are based on the number of asteroid belts in the system, with the number for each resource
# level being the minimum number of belts required for that resource level.
"boggledMiningStationSparseOre":0,
"boggledMiningStationModerateOre":2,
"boggledMiningStationAbundantOre":5,
"boggledMiningStationRichOre":7,
"boggledMiningStationUltrarichOre":9,
# Controls the costs for building mining stations
"boggledMiningStationBuildCreditCost":5000,
"boggledMiningStationBuildCrewCost":100,
"boggledMiningStationBuildHeavyMachineryCost":2.0,
"boggledMiningStationBuildMetalCost":100,
"boggledMiningStationBuildTransplutonicsCost":200,
# Setting this to false will disable siphon station construction
"boggledSiphonStationEnabled":true,
# Controls how the volatiles resource level for siphon stations is assigned
# If linked to the host gas giant, the siphon station will inherit the same volatiles level as the gas giant
# If boggledSiphonStationLinkToGasGiant is set to false, the volatiles amount will be set based on boggledSiphonStationStaticAmount
# 1 = Trace, 2 = Diffuse, 3 = Abundant, 4 = Plentiful, Any other value = set to diffuse
"boggledSiphonStationLinkToGasGiant":true,
"boggledSiphonStationStaticAmount":2,
# Controls the costs for building siphon stations
"boggledSiphonStationBuildCreditCost":5000,
"boggledSiphonStationBuildCrewCost":100,
"boggledSiphonStationBuildHeavyMachineryCost":200,
"boggledSiphonStationBuildMetalCost":100,
"boggledSiphonStationBuildTransplutonicsCost":200,
# Setting this to false will disable colonization of abandoned stations
"boggledStationColonizationEnabled":true,
# Controls the costs for colonizing an abandoned station
"boggledStationRecolonizeCreditCost":200,
"boggledStationRecolonizeCrewCost":100,
"boggledStationRecolonizeHeavyMachineryCost":150,
"boggledStationRecolonizeMetalCost":500,
"boggledStationRecolonizeTransplutonicsCost":150,
# Enables the cramped quarters setting that greatly reduces station population growth starting at the chosen value.
"boggledStationCrampedQuartersEnabled":false,
"boggledStationCrampedQuartersSizeGrowthReductionStarts":3,
# Enables the 'Expand Station' industry to increase the population soft limit set above.
# The base cost of this industry can be modified using industries.csv.
"boggledStationCrampedQuartersPlayerCanPayToIncreaseStationSize":false,
"boggledStationProgressiveIncreaseInCostsToExpandStation":true,
# Adds an accessibility bonus to player-constructed stations. Leaving this at zero means no boost.
"boggledStationAccessibilityBoost":9990,
# 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":-9990,
# Applies Cramped Quarters (if enabled), hazard and accessibility modifiers (if enabled), and
# enables "no atmosphere" special items on all stations sector-wide.
# If set to false, only stations created using this mod will have the above features applied to them.
"boggledApplyStationSettingsToAllStationsInSector":true,
# Enable the AI Mining Drones station-exclusive structure.
# Balanced around stations being capped at 3 or 4 market size by cramped quarters.
# Strongly recommended to keep disabled unless cramped quarters is enabled.
"boggledEnableAIMiningDronesStructure":false,
######################
# DOMAIN-TECH SETTINGS
######################
# Setting this to false will completely disable any Domain-tech content
"boggledDomainTechContentEnabled":true,
# Can be used to disable crafting of special items using Domain-era artifacts
"boggledDomainTechCraftingEnabled":true,
# Controls the cost in terms of Domain-era artifacts to craft a special item
"boggledDomainTechCraftingArtifactCost":20,
# Controls the number of story points required to craft a special item
"boggledDomainTechCraftingStoryPointCost":2,
# Can be used to enable the planet-killer device.
"boggledPlanetKillerEnabled":false,
# By default, the planet-killer cannot be used on markets designated as essential for the story quests. The below setting will override that
# and allow the planet-killer to destroy those markets anyway. Destroying story essential markets may result in bugs, crashes or the inability to complete a quest.
"boggledPlanetKillerAllowDestructionOfColoniesMarkedAsEssentialForQuests":true,
# Can be used to disable the Domain Archaeology industry
# Buildings that require Domain-era artifacts simply won't anymore.
# Domain-tech crafting requires Domain-era artifacts and will be automatically disabled.
"boggledDomainArchaeologyEnabled":true,
"boggledReplaceAgreusTechMiningWithDomainArchaeology":true,
# Adds buildings that demand Domain-era artifacts to several vanilla colonies.
# This includes: Genelab on Volturn, Limelight Network on Fikenhild, GPA on Ancyra, DAE demand on Cryosanctum on Nomios.
"boggledAddDomainTechBuildingsToVanillaColonies":true,
# Can be used to disable the Kletka Simulator (AI core production) industry.
"boggledKletkaSimulatorEnabled":true,
# Toggle whether the Kletka Simulator upkeep changes based on planet temperature.
"boggledKletkaSimulatorTemperatureBasedUpkeep":true,
# Can be used to disable CHAMELEON structure.
"boggledCHAMELEONEnabled":true,
# Can be used to allow the player to build the Limelight Network building.
"boggledLimelightNetworkPlayerBuildEnabled":true,
# Can be used to allow the player to build the Cryosanctum building.
"boggledCryosanctumPlayerBuildEnabled":true,
# Toggle to make all Cryosanctum buildings demand DAE
"boggledCryosanctumReplaceEverywhere":true,
# Can be used to disable building of the Domain-tech stable location structures
"boggledDomainTechObjectivesEnabled":true,
"boggledDomainTechObjectivesUpgradeRelationshipImpact":5,
# Can be used to disable building of inactive gates
"boggledDomainTechInactiveGateConstructionEnabled":true,
# Requires completion of main questline to build inactive gates
"boggledDomainTechInactiveGateConstructionMainQuestCompletionRequired":true,
# Requires the player to have a colony in-system to build an inactive gate
"boggledPlayerMustHaveMarketInSystemToBuildInactiveGate":true,
# Player must have a market of this size or greater in-system to build an inactive gate
# If boggledPlayerMustHaveMarketInSystemToBuildInactiveGate is set to false, this does nothing
"boggledMarketSizeRequiredToBuildInactiveGate":5,
# Configure costs for Inactive Gate construction
"boggledStableLocationGateCostHeavyMachinery":500,
"boggledStableLocationGateCostMetals":200,
"boggledStableLocationGateCostTransplutonics":200,
"boggledStableLocationGateCostDomainEraArtifacts":200,
# Configure costs for Domain-tech stable location structures
"boggledStableLocationDomainTechStructureCostHeavyMachinery":500,
"boggledStableLocationDomainTechStructureCostMetals":200,
"boggledStableLocationDomainTechStructureCostTransplutonics":200,
"boggledStableLocationDomainTechStructureCostDomainEraArtifacts":200,
########################
# MISCELLANEOUS SETTINGS
########################
# Remnant battlestation can be constructed as an orbital station type on player colonies
"boggledRemnantStationEnabled":true,
# Can be used to enable the Hydroponics industry
"boggledHydroponicsEnabled":true,
# Can be used to enable the Cloning industry
"boggledCloningEnabled":true,
"graphics":
{
"boggled":
{
"stellar_mirror":"graphics/icons/industry/stellar_mirror.jpg",
"stellar_shade":"graphics/icons/industry/stellar_shade.jpg",
"asteroid_processing":"graphics/icons/industry/asteroid_processing.jpg",
"seafloor_cities":"graphics/icons/industry/boggled_seafloor_cities.png",
"mesozoic_park_terran":"graphics/icons/industry/mesozoic_park_terran.jpg",
"mesozoic_park_water":"graphics/icons/industry/mesozoic_park_water.jpg",
"mesozoic_park_jungle":"graphics/icons/industry/mesozoic_park_jungle.jpg",
"mesozoic_park_desert":"graphics/icons/industry/mesozoic_park_desert.jpg",
"stellar_mirror_condition":"graphics/icons/conditions/stellar_mirror.png",
"stellar_shade_condition":"graphics/icons/conditions/stellar_shade.png",
},
}
}
jungle_charkha
A planet type from ScalarTech Solutions (https://fractalsoftworks.com/forum/index.php?topic=18845.0) is unsupported by TASC, namely the capital, Charkha, which is listed as a "jungle world" but will not allow for any terraforming and the Mesozoic Park reports the error, the planet type given by the industry is:Codejungle_charkha
A planet type from ScalarTech Solutions (https://fractalsoftworks.com/forum/index.php?topic=18845.0) is unsupported by TASC, namely the capital, Charkha, which is listed as a "jungle world" but will not allow for any terraforming and the Mesozoic Park reports the error, the planet type given by the industry is:Codejungle_charkha
Thanks for letting me know about this! I'll add support in the next patch (which I plan to release in the next couple days!).
- Coronal Hypershunts can now be constructed by the playeroooh sweet! Was waiting for this one.
is Odysseus still around? Ive been hanging around Penelope for a while now, still no odysseus.
aww :'(, can I atleast get the ship? either as a derelict salvage or console spawn? or was it completely removed from the mod?
I'd like to share a detail that has bothered me about terraforming that you maybe want to address later: It's a little bit off when planets with extreme hot/cold conditions can also have access to the habitable condition when a planet transforms, considering that these conditions by themselves are considered so extreme in the text that unprotected humans can't survive them. (as they are similar to volcanic heat and sub zero polar cold.)
The more obvious solution is to gate these extreme conditions from terraforming, but i understand that this might make a lot of people angry, unfortunately, i don't really have something to propose.
When this happens in my games i usually try to avoid terraforming them, or terraforming them to somewhat more sensible options, like arid for extreme heat and frozen for extreme cold, though i usually just leave them be.
I'd like to hear your point of view on this matter.
I'd like to share a detail that has bothered me about terraforming that you maybe want to address later: It's a little bit off when planets with extreme hot/cold conditions can also have access to the habitable condition when a planet transforms, considering that these conditions by themselves are considered so extreme in the text that unprotected humans can't survive them. (as they are similar to volcanic heat and sub zero polar cold.)
The more obvious solution is to gate these extreme conditions from terraforming, but i understand that this might make a lot of people angry, unfortunately, i don't really have something to propose.
When this happens in my games i usually try to avoid terraforming them, or terraforming them to somewhat more sensible options, like arid for extreme heat and frozen for extreme cold, though i usually just leave them be.
I'd like to hear your point of view on this matter.
You're right that allowing planets with extreme hot or extreme cold to become habitable is somewhat unrealistic. However, extreme hot and extreme cold cannot be suppressed by stellar reflectors, so the player will have to deal with the extra 50% hazard (unless they have a fusion lamp for extreme cold).
It appears that vanilla doesn't generate habitable planets with extreme heat or extreme cold - perhaps I should mimic that. I'll consider this for the next patch. Thanks for the suggestion!
The Indevo artillery station still doesn't seem to be compatible with the remnant stationcan confirm.
The Indevo artillery station still doesn't seem to be compatible with the remnant stationcan confirm.
I'd like to share a detail that has bothered me about terraforming that you maybe want to address later: It's a little bit off when planets with extreme hot/cold conditions can also have access to the habitable condition when a planet transforms, considering that these conditions by themselves are considered so extreme in the text that unprotected humans can't survive them. (as they are similar to volcanic heat and sub zero polar cold.)
The more obvious solution is to gate these extreme conditions from terraforming, but i understand that this might make a lot of people angry, unfortunately, i don't really have something to propose.
When this happens in my games i usually try to avoid terraforming them, or terraforming them to somewhat more sensible options, like arid for extreme heat and frozen for extreme cold, though i usually just leave them be.
I'd like to hear your point of view on this matter.
You're right that allowing planets with extreme hot or extreme cold to become habitable is somewhat unrealistic. However, extreme hot and extreme cold cannot be suppressed by stellar reflectors, so the player will have to deal with the extra 50% hazard (unless they have a fusion lamp for extreme cold).
It appears that vanilla doesn't generate habitable planets with extreme heat or extreme cold - perhaps I should mimic that. I'll consider this for the next patch. Thanks for the suggestion!
Something else i would like to suggest, though there isn't an example of this anywhere in vanilla (as far as i know), only in modded stations do you see something like this. A sort of "archeological station", by this i mean a station that rotates around around a planet (Like the astropolis), but the planet doesn't have to be occupied (Like the siphon stations) and it would inherit the ruins value of the planet.
The purpose of this is to streamline ruin related tasks, like domain artifacts and tech mining, especially with the former being of great importance in TASC, while also avoiding undesirable planet conditions.
I understand that you want to stick strictly to vanilla logic, and this isn't really something that it's in there, so I'll understand your reasons to doubt this suggestion. In my view, i see it as an external base of operations to extract/salvage the ruin's contents, much like how the mining/siphon are external bases that do as such.
Ayo! Love the mod, but I was wondering if there was any way to add some of the Hazardous conditions via terraforming. I don't know if there already is, but if there isn't I think that'd be a neat feature, in order to set up No Atmostsphere for the Synchrotron core and what not. Again, awesome mod, I really enjoy setting up my colonies and weighing the costs and effects of the terraforming.
2 stations in one location. I'm in the Stjarna system added by the UAF mod at the pirate planet in the system's outer rim. It's either going to be called Los Scrapyard or Namnlos as the game switches between both. Reloading fixed it but a memory leak caused me to restart so I'm not sure if the log has anything helpful. Will need to send it through discord if you need it.
Are Astropolis (astropoli?) worth building (i.e. can they make good profits)? And what are the best setups industry wise for them?
Currently have a terran world with great mining, and wondering if an Astropolis would be better than a high hazard, high mining (and extreme heat) barren world. I'll do both eventually, but don't have the resources yet.
2 stations in one location. I'm in the Stjarna system added by the UAF mod at the pirate planet in the system's outer rim. It's either going to be called Los Scrapyard or Namnlos as the game switches between both. Reloading fixed it but a memory leak caused me to restart so I'm not sure if the log has anything helpful. Will need to send it through discord if you need it.
Thanks for reporting this. What steps did you follow to cause this bug (ex. what type of station did you build, at what location did you build it, etc.)?
Just built a mining station and built a station expansion on it, but it currently shows a -12 growth malus on the station from the cramped quarters. I don't know if it's related but I apparently turned on Starfarer mode for this run.
2 stations in one location. I'm in the Stjarna system added by the UAF mod at the pirate planet in the system's outer rim. It's either going to be called Los Scrapyard or Namnlos as the game switches between both. Reloading fixed it but a memory leak caused me to restart so I'm not sure if the log has anything helpful. Will need to send it through discord if you need it.
Thanks for reporting this. What steps did you follow to cause this bug (ex. what type of station did you build, at what location did you build it, etc.)?
3 astropolis stations. Built the first one, added habitable and mild climate conditions, exited the station then entered it again to turn on freeport, did this again for the 2nd station, then went to the planet they were orbiting to pick up supplies for the 3rd station and moved to where I thought it would spawn in before making it, existed the station again and saw a large open area where I was expecting the station. Normally I just orbit the planet/gas giant until all the stations are built then go turn on freeport. I always add habitable and mild climate conditions to the stations I make.
Just built a mining station and built a station expansion on it, but it currently shows a -12 growth malus on the station from the cramped quarters. I don't know if it's related but I apparently turned on Starfarer mode for this run.
What settings do you have for cramped quarters and station expansion? Station expansions only increase the max market size by one before the growth malus starts applying again.
# Enables the cramped quarters setting that greatly reduces station population growth starting at the chosen value.
"boggledStationCrampedQuartersEnabled":true,
"boggledStationCrampedQuartersSizeGrowthReductionStarts":3,
"boggledStationCrampedQuartersBaseGrowthPenalty":25,
# Enables the 'Expand Station' industry to increase the population soft limit set above.
# The base cost of this industry can be modified using industries.csv.
"boggledStationCrampedQuartersPlayerCanPayToIncreaseStationSize":true,
"boggledStationProgressiveIncreaseInCostsToExpandStation":true,
Just built a mining station and built a station expansion on it, but it currently shows a -12 growth malus on the station from the cramped quarters. I don't know if it's related but I apparently turned on Starfarer mode for this run.
What settings do you have for cramped quarters and station expansion? Station expansions only increase the max market size by one before the growth malus starts applying again.Code# Enables the cramped quarters setting that greatly reduces station population growth starting at the chosen value.
"boggledStationCrampedQuartersEnabled":true,
"boggledStationCrampedQuartersSizeGrowthReductionStarts":3,
"boggledStationCrampedQuartersBaseGrowthPenalty":25,
# Enables the 'Expand Station' industry to increase the population soft limit set above.
# The base cost of this industry can be modified using industries.csv.
"boggledStationCrampedQuartersPlayerCanPayToIncreaseStationSize":true,
"boggledStationProgressiveIncreaseInCostsToExpandStation":true,
Just turned the option on, no changes to the values. The station was still a size 3 and hadn't experienced any growth.
any way to remove transplutonics from a planet ? each planet i want to place the farming item it have transplutonics sadly
While it is true that there is no option to just remove transplutonics, it is worth remembering certain terraforming types, like jungle, do a volatiles purge. May help a bit.any way to remove transplutonics from a planet ? each planet i want to place the farming item it have transplutonics sadly
No, I deliberately did not create terraforming projects to remove beneficial conditions that block special item use.
So essentially you tried to build three astropolis stations around a single planet, and two of them spawned in the same location?yes
sadly a planet not having transplutonics is really rare, all my farming planets have it, it make the item really hard to use thanks to thisWhile it is true that there is no option to just remove transplutonics, it is worth remembering certain terraforming types, like jungle, do a volatiles purge. May help a bit.any way to remove transplutonics from a planet ? each planet i want to place the farming item it have transplutonics sadly
No, I deliberately did not create terraforming projects to remove beneficial conditions that block special item use.
So essentially you tried to build three astropolis stations around a single planet, and two of them spawned in the same location?yes
Does this need a new game or can you add it to an existing save?
# Controls how long planet type changes take (in days)
"boggledTerraformingTime":400,
# Controls how long resource improvements take (in days)
"boggledResourceImprovementTime":200,
# Controls how long condition improvements take (in days)
"boggledConditionImprovementTime":400,
Hi, is there a way to disable Domed cities but keep the underwater cities enabled?
\Starsector\mods\Terraforming and Station Construction\data\config
settings.jsonCodeReplace the numbers with 0 or 1...# Controls how long planet type changes take (in days)
"boggledTerraformingTime":400,
# Controls how long resource improvements take (in days)
"boggledResourceImprovementTime":200,
# Controls how long condition improvements take (in days)
"boggledConditionImprovementTime":400,
Or grab proper code and execute it with the console, not that I can help with that...
Hello mate!
First of all, bug report- if you open the add industry or structure menu and hover over World Symbols, your stability immediately increases by one as if you had built it, and if you close the window while still hovering over it, the +1 stability stays lol. Sure, the moment you do something that causes a stability update, or just close/reopen the colony's screen, it corrects itself... But it's still funny you can briefly gaslight your entire colony (:
Second, would there be any tiny little chance for the mining station sprite to start using the vanilla mining station blueprint, maybe also be a little bigger? I like that one better, and as small as they come I can barely see them... I asked the same a few months, maybe years back, but I don't know if it would be feasible now.
Third- do you think it would make sense to change the domed cities defense penalty to be a little lower if you have a planetary shield? It would block most of a bombardment and stop hovering warships from pounding down the domes- though it would still be a big vulnerability.
Fourth- I've never used it, so I don't know if it already does it... But I think it would be nice to be able to use a PK device on a barren, uninhabited world to crack it and replace it with a dense asteroid field for a mining station! Either that, or maybe make it develop extreme tectonic activity, and obtain an orbiting asteroid belt?
Thanks and have a nice day :D
Hello!
Is there a way to finagle the configs to terraform gas giant planets as well?
Thanks
Something that bothers me about the autonomous battlestation is that when built it'll label that planet with the (military) tag as if it had a military base and such. The problem is, if i wanna build the AI battlestation on all my planets then every planet will have the tag and it's a little weird, would you consider removing the tag for the AI battlestation?
Seems like resource improvements are straight up overpowered?
I have 2 questions
1. Is there a way to allow the building of an astropolis in a stable point as well, rather than just around a planet?
2. For the mining stations (and astropolis as well) can I have it display the orbital station/battle station/star fortress instead of the default station sprite in the campaign map like the orbital stations built on planets?
Hi everyone,
First, thank you for all these incredibles mods, and thank you for this one in particular, it brings a lot to Starsector !
I ran into a problem while using the Perihelion Project Structure. How long is it supposed to take to build a Coronal Hypershunt ? I have the good requirements, blue giant and resources, everything is supplied in-faction. Nevertheless, the progression seems to be stucked at 1 %, and it's been something like six months already. Is it a UI bug or is the project simply not going to progress because of something else ?
Thanks in advance.
No, astropoli cannot be constructed at stable locations. I'm not going to add this feature because the astropolis station is based on the lore of Mairaath and the three astropoli it had before the Pather attack.
QuoteNo, astropoli cannot be constructed at stable locations. I'm not going to add this feature because the astropolis station is based on the lore of Mairaath and the three astropoli it had before the Pather attack.
I was thinking along the lines of a resourceless station like Groombridge Habitat or Ragnar Complex that orbit the star rather than a large planet.
For roleplay reasons I usually create an Astropolis and change it's position and orbiting entity via save editing (usually by copying and pasting the host planet's orbit data with a small edit so they don't overlap) and use that as my first colony. Or take over a resourceless Pirate colony, but that usually invites saturation bombing from other factions in the system.
But save editing every time gets tedious, and I was hoping for an easier method by just tweaking the Astropolis Construction option (change the requirement from planet to star and set the range to a hypothetical Goldilocks zone dependant on the star's size and type). But there was nothing in the config that I could change personally to do this.
If you use secrets of the frontier you can already use a stable point in a system to build a habitat which would overlap with the addition of another habitat type.
Is there any special features with the Remnant Station with a Alpha Core? what if sometimes they went rogue and established a remnant nexus somewhere in the planet? send defense fleets to systems that are threatened by fleets such as pirate/path as long there is a military building with an alpha core in that alpha core remnant station system.
Also, thanks for all your hard work these years boggled, can't imagine myself playing this game without TSC
If you use secrets of the frontier you can already use a stable point in a system to build a habitat which would overlap with the addition of another habitat type.
Is there any special features with the Remnant Station with a Alpha Core? what if sometimes they went rogue and established a remnant nexus somewhere in the planet? send defense fleets to systems that are threatened by fleets such as pirate/path as long there is a military building with an alpha core in that alpha core remnant station system.
Also, thanks for all your hard work these years boggled, can't imagine myself playing this game without TSC
I'm glad you're enjoying the mod!
AI cores in the Autonomous AI Battlestation function the same as a regular orbital station.
Having some sort of "betrayal" event is an interesting idea, but I think it would be too predictable since most players will have already encountered the Alpha core administrator event. Also, if it's triggered randomly that would be very frustrating and confusing for the player.
Balance would definitely be the key, but I think it's worth it since the autonomous station is quite the powerhouse by itself with negligible drawbacks
Balance would definitely be the key, but I think it's worth it since the autonomous station is quite the powerhouse by itself with negligible drawbacks
It's my understanding that with a vanilla game (other than TASC) the Autonomous AI Battlestation is actually substantially weaker than the orbital stations in combat because it doesn't have a minelaying system, which balances out the advantage of spawning remnant patrols.
Hitting it with a PK turns it into an irradiated world, but that can only be marginally upgraded, still.Hello!
Is there a way to finagle the configs to terraform gas giant planets as well?
Thanks
No, terraforming of gas giants is not possible using TASC. Sorry!
Is there any chance that we'll get an option in the future to change the campaign layer drawing for stations to those of whatever orbital station you've built, if any?
I think the only time where I had astropoli positioned weirdly, one of them was a restored station. It could be that restored stations are not being counted for setting the angle of each station, so depending on station orbit it could end up in either a straight line away from the planet or overlapping.
Hitting it with a PK turns it into an irradiated world, but that can only be marginally upgraded, still.Hello!
Is there a way to finagle the configs to terraform gas giant planets as well?
Thanks
No, terraforming of gas giants is not possible using TASC. Sorry!
Learned that on a test game with lucifron.
Planet incompatibility with Blackrock Drive Yards mod. Great work as always just wanted to bring to your attention.Spoiler(https://i.imgur.com/VQaZe45.png)[close]
Legio Infernalis gas giant, from Tahlan Shipworks. It MAY have been solved already.Is there any chance that we'll get an option in the future to change the campaign layer drawing for stations to those of whatever orbital station you've built, if any?
You can use the custom_entities.json file to modify the sprites to whatever you like.I think the only time where I had astropoli positioned weirdly, one of them was a restored station. It could be that restored stations are not being counted for setting the angle of each station, so depending on station orbit it could end up in either a straight line away from the planet or overlapping.
Yeah, astropoli placement only considers other astropoli. If there are non-astropoli stations near the planet, it could potentially overlap their location. I'm not sure there's a good solution for this other than to block astropolis construction around planets that already have one or more stations in orbit, so I decided to just leave it up to the player to reload the save if this occurs.Hitting it with a PK turns it into an irradiated world, but that can only be marginally upgraded, still.Hello!
Is there a way to finagle the configs to terraform gas giant planets as well?
Thanks
No, terraforming of gas giants is not possible using TASC. Sorry!
Learned that on a test game with lucifron.
That's a bug - what mod is that planet from?
Fixed a compatibility problem with the Everbody Loves KoC mod caused by replacing the Tech-mining industry on Agreus with Domain Archaeology. Now the replacement won't happen if the player has Everybody Loves KoC enabled.If the player doesn't have sufficient archeology of thier own this change soft-breaks some of the structures in this mod, because there's no way to meet the demand to operate them.
Boggled,
Why is it that sometimes the galaxy generates with a ton of domain relic consumers but not a single market produces it? sometimes I feel like upgrading something but there aren't anyone producing domain artifacts, I didn't touch the settings all that much - or anything related to domain artifacts anyway.
Legio Infernalis gas giant, from Tahlan Shipworks. It MAY have been solved already.Is there any chance that we'll get an option in the future to change the campaign layer drawing for stations to those of whatever orbital station you've built, if any?
You can use the custom_entities.json file to modify the sprites to whatever you like.I think the only time where I had astropoli positioned weirdly, one of them was a restored station. It could be that restored stations are not being counted for setting the angle of each station, so depending on station orbit it could end up in either a straight line away from the planet or overlapping.
Yeah, astropoli placement only considers other astropoli. If there are non-astropoli stations near the planet, it could potentially overlap their location. I'm not sure there's a good solution for this other than to block astropolis construction around planets that already have one or more stations in orbit, so I decided to just leave it up to the player to reload the save if this occurs.Hitting it with a PK turns it into an irradiated world, but that can only be marginally upgraded, still.Hello!
Is there a way to finagle the configs to terraform gas giant planets as well?
Thanks
No, terraforming of gas giants is not possible using TASC. Sorry!
Learned that on a test game with lucifron.
That's a bug - what mod is that planet from?
QuoteFixed a compatibility problem with the Everbody Loves KoC mod caused by replacing the Tech-mining industry on Agreus with Domain Archaeology. Now the replacement won't happen if the player has Everybody Loves KoC enabled.If the player doesn't have sufficient archeology of thier own this change soft-breaks some of the structures in this mod, because there's no way to meet the demand to operate them.
Could this be an optional setting?
Or perhaps perform the check based on whether the content mod that requires a specific building on Agreus is active, rather than the mod that seems to be caught in the middle? (I've been using TASC & KoC together with zero problems for some time prior to this.)
TLDR: Where is Kletka supposed to store its produced AI cores? I'm not seeing any after over half a year.
Detailed: I have a planet with Kletka and Supercomputer (from IndEvo), and Kletka is improved and has Alpha-chan controlling it, but it hasn't produced a single core so far, after 6-8 months (the chance to produce nothing is 15%). Its demand of 4 domain artifacts has been fully supplied the whole time, and I've been keeping the planet extremely cold without terraforming in order to avoid randomly breaking it.
I'm not sure what additional info I should provide, so I'll take any directions on why it might be breaking. :)
Getting nothing 8 months in a row at 15% would have a chance of ~0.000026%. Now, I consider myself unlucky, but not THAT unlucky. :D
It adds the AI cores to your monthly items. Wherever you have it set to deposit your items is where the AI cores will be. It's possible (but extremely unlikely) that you didn't receive any AI cores, since the chance to produce one each month is random.
I wanted to have perfect colony clusters as one of my endgame goals, and do it in a semi-fair way with mods, and was a little disappointed that you couldn't terraform volcanic worlds (no pressure, I understand you do it for free). Could you please add a "full terraforming" version and make the current version "balanced terraforming", thank you. Also, is the radiation removal thing supposed to cost 50 mil and take 9999 days to build?
I wanted to have perfect colony clusters as one of my endgame goals, and do it in a semi-fair way with mods, and was a little disappointed that you couldn't terraform volcanic worlds (no pressure, I understand you do it for free). Could you please add a "full terraforming" version and make the current version "balanced terraforming", thank you. Also, is the radiation removal thing supposed to cost 50 mil and take 9999 days to build?
I'm considering creating a way to terraform volcanic planets for the next patch. No promises though!
No, the magnetoshield should not have those requirements. Did you edit the industries.csv file?
I wanted to have perfect colony clusters as one of my endgame goals, and do it in a semi-fair way with mods, and was a little disappointed that you couldn't terraform volcanic worlds (no pressure, I understand you do it for free). Could you please add a "full terraforming" version and make the current version "balanced terraforming", thank you. Also, is the radiation removal thing supposed to cost 50 mil and take 9999 days to build?
I'm considering creating a way to terraform volcanic planets for the next patch. No promises though!
No, the magnetoshield should not have those requirements. Did you edit the industries.csv file?
Yes, I edited vanilla files, made tech-mining count as a structure.
I wanted to have perfect colony clusters as one of my endgame goals, and do it in a semi-fair way with mods, and was a little disappointed that you couldn't terraform volcanic worlds (no pressure, I understand you do it for free). Could you please add a "full terraforming" version and make the current version "balanced terraforming", thank you. Also, is the radiation removal thing supposed to cost 50 mil and take 9999 days to build?
I'm considering creating a way to terraform volcanic planets for the next patch. No promises though!
No, the magnetoshield should not have those requirements. Did you edit the industries.csv file?
Yes, I edited vanilla files, made tech-mining count as a structure.
Delete the TASC industries.csv file and replace it with one freshly downloaded. That's the only way I can think of that the magnetoshield could cost that much.
I wanted to have perfect colony clusters as one of my endgame goals, and do it in a semi-fair way with mods, and was a little disappointed that you couldn't terraform volcanic worlds (no pressure, I understand you do it for free). Could you please add a "full terraforming" version and make the current version "balanced terraforming", thank you. Also, is the radiation removal thing supposed to cost 50 mil and take 9999 days to build?
I'm considering creating a way to terraform volcanic planets for the next patch. No promises though!
No, the magnetoshield should not have those requirements. Did you edit the industries.csv file?
Yes, I edited vanilla files, made tech-mining count as a structure.
Delete the TASC industries.csv file and replace it with one freshly downloaded. That's the only way I can think of that the magnetoshield could cost that much.
I updated and that did not help, also, will building a station in an asteroid congregation with a sling in it make the colony "has large amount of water present" green in the same system, and can I get a mild climate with terraforming?
I wanted to have perfect colony clusters as one of my endgame goals, and do it in a semi-fair way with mods, and was a little disappointed that you couldn't terraform volcanic worlds (no pressure, I understand you do it for free). Could you please add a "full terraforming" version and make the current version "balanced terraforming", thank you. Also, is the radiation removal thing supposed to cost 50 mil and take 9999 days to build?
I'm considering creating a way to terraform volcanic planets for the next patch. No promises though!
No, the magnetoshield should not have those requirements. Did you edit the industries.csv file?
Yes, I edited vanilla files, made tech-mining count as a structure.
Delete the TASC industries.csv file and replace it with one freshly downloaded. That's the only way I can think of that the magnetoshield could cost that much.
I updated and that did not help, also, will building a station in an asteroid congregation with a sling in it make the colony "has large amount of water present" green in the same system, and can I get a mild climate with terraforming?
Can you please post a screenshot of the build requirements?
Yes, you can build the asteroid processing structure on any station to get water for terraforming projects in the system. Mild climate is a terraforming option you can use on the habitable planet types.
I wanted to have perfect colony clusters as one of my endgame goals, and do it in a semi-fair way with mods, and was a little disappointed that you couldn't terraform volcanic worlds (no pressure, I understand you do it for free). Could you please add a "full terraforming" version and make the current version "balanced terraforming", thank you. Also, is the radiation removal thing supposed to cost 50 mil and take 9999 days to build?
I'm considering creating a way to terraform volcanic planets for the next patch. No promises though!
No, the magnetoshield should not have those requirements. Did you edit the industries.csv file?
Yes, I edited vanilla files, made tech-mining count as a structure.
Delete the TASC industries.csv file and replace it with one freshly downloaded. That's the only way I can think of that the magnetoshield could cost that much.
I updated and that did not help, also, will building a station in an asteroid congregation with a sling in it make the colony "has large amount of water present" green in the same system, and can I get a mild climate with terraforming?
Can you please post a screenshot of the build requirements?
Yes, you can build the asteroid processing structure on any station to get water for terraforming projects in the system. Mild climate is a terraforming option you can use on the habitable planet types.
Here.
... How do I build any of the space stations? I cannot for the life of me figure it out.
I think I've encountered a bug
I try to construct the hypershunt in a binary system (blue giant + yellow star) however, the tooltip says that there is no blue giant in the system.
I think I've encountered a bug
I try to construct the hypershunt in a binary system (blue giant + yellow star) however, the tooltip says that there is no blue giant in the system.
Are you using any mods that effect sector generation and/or add star types, such as Unknown Skies?
Just paid a visit to the config file - [I'm a new user, just got the mod]
I've disabled terraforming [due to DIY planets]
further down the file I found something that adds terraforming structures to certain vanilla colonies. Do i need to set that condition to false too? or will that be ignored?
Yes. I assume it breaks it then?I think I've encountered a bug
I try to construct the hypershunt in a binary system (blue giant + yellow star) however, the tooltip says that there is no blue giant in the system.
Are you using any mods that effect sector generation and/or add star types, such as Unknown Skies?
Have you ever considered using LunaLib (https://fractalsoftworks.com/forum/index.php?topic=25658) to handle the ample amount of configurable options that are in TASC?
That way they can be done in-game rather than having to mess around with an external file and the simplicity, i think, would be overall beneficial for TASC.
Have you ever considered using LunaLib (https://fractalsoftworks.com/forum/index.php?topic=25658) to handle the ample amount of configurable options that are in TASC?
That way they can be done in-game rather than having to mess around with an external file and the simplicity, i think, would be overall beneficial for TASC.
I wasn't previously aware that mod existed. I'll look into integrating it into TASC. Thanks for bringing this to my attention!
Have you ever considered using LunaLib (https://fractalsoftworks.com/forum/index.php?topic=25658) to handle the ample amount of configurable options that are in TASC?
That way they can be done in-game rather than having to mess around with an external file and the simplicity, i think, would be overall beneficial for TASC.
I wasn't previously aware that mod existed. I'll look into integrating it into TASC. Thanks for bringing this to my attention!
It's a relatevely recent, and even more recent that i saw it in-game. Sundog's mods like Ruthless Sector (https://fractalsoftworks.com/forum/index.php?topic=15279.0), Starship Legends (https://fractalsoftworks.com/forum/index.php?topic=15321.0) and a few more use it in case you need an example of how it looks in-game.
Have you ever considered using LunaLib (https://fractalsoftworks.com/forum/index.php?topic=25658) to handle the ample amount of configurable options that are in TASC?
That way they can be done in-game rather than having to mess around with an external file and the simplicity, i think, would be overall beneficial for TASC.
I wasn't previously aware that mod existed. I'll look into integrating it into TASC. Thanks for bringing this to my attention!
It's a relatevely recent, and even more recent that i saw it in-game. Sundog's mods like Ruthless Sector (https://fractalsoftworks.com/forum/index.php?topic=15279.0), Starship Legends (https://fractalsoftworks.com/forum/index.php?topic=15321.0) and a few more use it in case you need an example of how it looks in-game.
My only concern is that I don't want users to have to download an additional mod as a dependency for TASC, and to have the game crash on startup if they fail to do so. Hopefully I can find a way to integrate that functionality for users who have LunaLib without forcing all players to have it.
Found a fairly minor bug, the "Planet Killer Device" shows up in the Historian/Person with Books list even when the setting is set to disabled.
If it is not an easy fix, a note on the main post would be nice to inform people to not buy the Planet Killer if the setting is disabled.
Couple questions:
-Are resource deposits ever destroyed by terraforming?
-If I terraform an Arid to a Terran, and it has adequate organics already, does it decrease to the terran starting (sparse organics)?
-Are ruins modified or destroyed by terraforming?
Couple questions:
-Are resource deposits ever destroyed by terraforming?
-If I terraform an Arid to a Terran, and it has adequate organics already, does it decrease to the terran starting (sparse organics)?
-Are ruins modified or destroyed by terraforming?
No, no, and no. Technically speaking, terraforming can only give planets the adequate farmland modifier if they don't have a modifier already. it does NOT remove or otherwise change deposits in my experience.
I've terra'd a barren planet all the way to Terran, and a frozen as far as ocean. No change to existing deposits ever happened.
Im just wondering, but are there plans to add some way to make a planet gain the cold conditon when it doesnt have it initially? It would help let me place down the colony item for the Supercomputer from Indevo and reducing upkeep for the keltka simulator here.
Not a problem! Was just wondering, thanks for responding!Im just wondering, but are there plans to add some way to make a planet gain the cold conditon when it doesnt have it initially? It would help let me place down the colony item for the Supercomputer from Indevo and reducing upkeep for the keltka simulator here.
No, I don't plan to implement this. I think it would make the gameplay worse. Sorry!
Just to clarify, ore deposits and ruins are never modified, but farmland, organics and volatiles are modified by terraforming, and depending on the project could potentially be reduced as a result of terraforming.I learned this the hard way back when I first started using TASC - I colonized Ithaca and spent several cycles slowly maxing out its farmland and organics deposits before terraforming it to a Terran world, only for it to then immediately reset its farmland and organics deposits to -1 (as well as add volatiles, which then invalidated my soil nanites). Had planned on the terraforming be the last thing I did before dismantling the atmospherics processor, but wound up having to slowly boost up the deposits again.
Just to clarify, ore deposits and ruins are never modified, but farmland, organics and volatiles are modified by terraforming, and depending on the project could potentially be reduced as a result of terraforming.I learned this the hard way back when I first started using TASC - I colonized Ithaca and spent several cycles slowly maxing out its farmland and organics deposits before terraforming it to a Terran world, only for it to then immediately reset its farmland and organics deposits to -1 (as well as add volatiles, which then invalidated my soil nanites). Had planned on the terraforming be the last thing I did before dismantling the atmospherics processor, but wound up having to slowly boost up the deposits again.
Not really a bug, just a mistake on my part.
I had recently changed the domain era artifacts to the credit chips cargo .png in the base game and after playing with them a bit I was curious, would you be interested in changing the domain era artifacts to that? It still has the same domain symbol on it and I haven't actually really seen the credits design actually used in the base game.
I've included the design as a reference.
Just played an hour ago, no problems. Now it gives me this after quit and saving the game and trying to load in again.
https://pastebin.com/5JqfYx7J
Just to clarify, ore deposits and ruins are never modified, but farmland, organics and volatiles are modified by terraforming, and depending on the project could potentially be reduced as a result of terraforming.I learned this the hard way back when I first started using TASC - I colonized Ithaca and spent several cycles slowly maxing out its farmland and organics deposits before terraforming it to a Terran world, only for it to then immediately reset its farmland and organics deposits to -1 (as well as add volatiles, which then invalidated my soil nanites). Had planned on the terraforming be the last thing I did before dismantling the atmospherics processor, but wound up having to slowly boost up the deposits again.
Not really a bug, just a mistake on my part.
Sorry about that! When I (eventually) create the intel page for terraforming I'll make sure the tooltip is clear about what the deposits will be after a project is completed.I had recently changed the domain era artifacts to the credit chips cargo .png in the base game and after playing with them a bit I was curious, would you be interested in changing the domain era artifacts to that? It still has the same domain symbol on it and I haven't actually really seen the credits design actually used in the base game.
I've included the design as a reference.
I haven't seen that image before, but I don't think it's appropriate for Domain-era artifacts because to me it seems apparent that it represents currency.Just played an hour ago, no problems. Now it gives me this after quit and saving the game and trying to load in again.
https://pastebin.com/5JqfYx7J
Sorry about this! Do you still have the save file where the crash occurs on startup? Can you try replacing TASC with the version at https://github.com/boggled-starsector/boggled_modpack/raw/master/alaricdragon/Terraforming%20and%20Station%20Construction.zip and let me know if that fixes the crash for you?
Just to clarify, ore deposits and ruins are never modified, but farmland, organics and volatiles are modified by terraforming, and depending on the project could potentially be reduced as a result of terraforming.I learned this the hard way back when I first started using TASC - I colonized Ithaca and spent several cycles slowly maxing out its farmland and organics deposits before terraforming it to a Terran world, only for it to then immediately reset its farmland and organics deposits to -1 (as well as add volatiles, which then invalidated my soil nanites). Had planned on the terraforming be the last thing I did before dismantling the atmospherics processor, but wound up having to slowly boost up the deposits again.
Not really a bug, just a mistake on my part.
Sorry about that! When I (eventually) create the intel page for terraforming I'll make sure the tooltip is clear about what the deposits will be after a project is completed.I had recently changed the domain era artifacts to the credit chips cargo .png in the base game and after playing with them a bit I was curious, would you be interested in changing the domain era artifacts to that? It still has the same domain symbol on it and I haven't actually really seen the credits design actually used in the base game.
I've included the design as a reference.
I haven't seen that image before, but I don't think it's appropriate for Domain-era artifacts because to me it seems apparent that it represents currency.Just played an hour ago, no problems. Now it gives me this after quit and saving the game and trying to load in again.
https://pastebin.com/5JqfYx7J
Sorry about this! Do you still have the save file where the crash occurs on startup? Can you try replacing TASC with the version at https://github.com/boggled-starsector/boggled_modpack/raw/master/alaricdragon/Terraforming%20and%20Station%20Construction.zip and let me know if that fixes the crash for you?
Yes! This worked, thank you!
Quick question since I couldn't find any mention of it anywhere besides the patch notes, but what does the galatian particle accelerator on acryra actually do?
Hey boggled, would be nice if you added city lights to every planet that has be colonized based on the population size. Atm almost every planet looks devoid of human activity appart from the orbital satellites so it would be nice if you added this to your mod. Ideally it would have to be dynamic where it replaces the texture with more lights as planets grow, and removes lights when planets go deciv
Afaik, all colonies lack them, and only select vanilla ones/modded ones have them
I would LOVE the ability to build my own watchtowers and relevant stations, or perhaps lesser makeshift versions.
Besides a Defense station, maybe it could cost something like requiring an Alpha AI for the core station to work + gammas for the watchtowers as it already takes a building slot on the colony it's attached to. Though personally I would have a 1 per system limit.
My Concern is the balance of the idea. Your planets could potentially shrug off anything anyone could ever muster. For example, I YOLO'd Chicomoztoc and won [barely] and after some suppression and development I have managed to achieve 220k ground defense. So far every attack against it after the fact has failed on the ground. Brings Cadia from WH40K to mind...
I would LOVE the ability to build my own watchtowers and relevant stations, or perhaps lesser makeshift versions.
Besides a Defense station, maybe it could cost something like requiring an Alpha AI for the core station to work + gammas for the watchtowers as it already takes a building slot on the colony it's attached to. Though personally I would have a 1 per system limit.
My Concern is the balance of the idea. Your planets could potentially shrug off anything anyone could ever muster. For example, I YOLO'd Chicomoztoc and won [barely] and after some suppression and development I have managed to achieve 220k ground defense. So far every attack against it after the fact has failed on the ground. Brings Cadia from WH40K to mind...
Watchtowers? I think that's from a different mod, not TASC.
Did you make sure to enable the Ouyang Optimizer and Planet Cracker in the mod's settings file? Because those will always improve volatiles for gas giants (for Ouyang) and ore/rare ore for planets without tectonic/extreme tectonic activity (Planet cracker).
So my issue with this mod is that Terraforming is outright useless.
I have this mod for a year now and i NEVER was able to use this feature the games Sector generator makes it sure that the planets allways have at least ONE planetary effect/modifier that cannot be modified/removed to allow for terraforming. every single time. there is ALLWAYS atleast 1 red i cant do anything about. the terraforming is asking for waaay to much to allow for terraforming.
Also improving resources is never allowed. even if the planets is sitting with a bunch of Poor resources.
This. Depending on what you get, you can create amazing agri worlds, half decent volatiles sources, or just slash hazard by a lot.So my issue with this mod is that Terraforming is outright useless.
I have this mod for a year now and i NEVER was able to use this feature the games Sector generator makes it sure that the planets allways have at least ONE planetary effect/modifier that cannot be modified/removed to allow for terraforming. every single time. there is ALLWAYS atleast 1 red i cant do anything about. the terraforming is asking for waaay to much to allow for terraforming.
Also improving resources is never allowed. even if the planets is sitting with a bunch of Poor resources.
I'm not sure what you're having a problem with here - terraforming is somewhat expensive and time consuming, but perfectly possible. Obviously you can't terraform molten worlds or gas giants, but pretty much any barren planet can be terraformed. You just need to normalize the atmosphere, have a stellar array (Stellar Shade for hot worlds, Stellar Mirror for cold ones) built, make sure there's some water available, then terraform away.
But let's go over the specific process with an example. Let's say you've decided to do like I always do in 90% of my runs and colonize Penelope's Star. You start by colonizing Ithaca, which you want to terraform into a Terran world - easily done. Ithaca always starts as Habitable, so all you need to do is build an Atmospherics Processor, Stellar Shade, and then have a colony with either Ismara's Sling (Ismara, obviously, is an excellent choice for this) or a station colony (astropolis, mining station, etc.) with Asteroid Processing. Then you just start the terraforming process and wait awhile. Once you're done you can either tear down the atmospherics processor to avoid the upkeep cost, or first prioritize maxing out relevant resource deposits and adding the Mild modifier.
But let's do a more complicated planet in the same system: Ogygia. I've never seen Ogygia spawn with an atmosphere, so first you'll need an Atmospherics Processor and have it do the project to normalize the planet's atmosphere. Then you'll need a Stellar Mirror to begin the terraforming process. You'll also need water, but if you've still got the Ismara's Sling/Asteroid Processor you used earlier then that's no problem. Terraform away and then bam, done.
As for resource improvements, certain planets have certain caps on resources. First off, you can never improve Ore or Rare Ore resources, only Food, Organics and Volatiles. For Food improvements the world needs to be Habitable and you need a water supply from an Ismara's Sling or Asteroid Processor. For Organics and Volatiles the world needs to be of a certain type, usually Terran, Jungle, Desert etc. and then you can improve the resources up to a certain level depending on the planet.
Hmm. This seems like something that should be left to vanilla since TASC doesn't add custom planet types. I'll consider adding it anyway though since it would be a cool feature.
I must say that I find it a little immersion breaking that you need an external water source to improve farming on jungle worlds, considering the description of jungle worlds twice refers to their natural abundance of water. I suppose this was a balance decision.
you would need to add blacklists to planets that already have the city lights though in order to not have conflicts with them
So my issue with this mod is that Terraforming is outright useless.
I have this mod for a year now and i NEVER was able to use this feature the games Sector generator makes it sure that the planets allways have at least ONE planetary effect/modifier that cannot be modified/removed to allow for terraforming. every single time. there is ALLWAYS atleast 1 red i cant do anything about. the terraforming is asking for waaay to much to allow for terraforming.
Also improving resources is never allowed. even if the planets is sitting with a bunch of Poor resources.
I'm not sure what you're having a problem with here - terraforming is somewhat expensive and time consuming, but perfectly possible. Obviously you can't terraform molten worlds or gas giants, but pretty much any barren planet can be terraformed. You just need to normalize the atmosphere, have a stellar array (Stellar Shade for hot worlds, Stellar Mirror for cold ones) built, make sure there's some water available, then terraform away.
But let's go over the specific process with an example. Let's say you've decided to do like I always do in 90% of my runs and colonize Penelope's Star. You start by colonizing Ithaca, which you want to terraform into a Terran world - easily done. Ithaca always starts as Habitable, so all you need to do is build an Atmospherics Processor, Stellar Shade, and then have a colony with either Ismara's Sling (Ismara, obviously, is an excellent choice for this) or a station colony (astropolis, mining station, etc.) with Asteroid Processing. Then you just start the terraforming process and wait awhile. Once you're done you can either tear down the atmospherics processor to avoid the upkeep cost, or first prioritize maxing out relevant resource deposits and adding the Mild modifier.
But let's do a more complicated planet in the same system: Ogygia. I've never seen Ogygia spawn with an atmosphere, so first you'll need an Atmospherics Processor and have it do the project to normalize the planet's atmosphere. Then you'll need a Stellar Mirror to begin the terraforming process. You'll also need water, but if you've still got the Ismara's Sling/Asteroid Processor you used earlier then that's no problem. Terraform away and then bam, done.
As for resource improvements, certain planets have certain caps on resources. First off, you can never improve Ore or Rare Ore resources, only Food, Organics and Volatiles. For Food improvements the world needs to be Habitable and you need a water supply from an Ismara's Sling or Asteroid Processor. For Organics and Volatiles the world needs to be of a certain type, usually Terran, Jungle, Desert etc. and then you can improve the resources up to a certain level depending on the planet.
Is it possible to dissable all the terraforming stuff except for the stellar array and doomed city ? I like the idea of both but i don't want to use the rest of the terraforming. I could just choose to not use it but if there is an option to dissable terraforming without those two could be good
Is it possible to dissable all the terraforming stuff except for the stellar array and doomed city ? I like the idea of both but i don't want to use the rest of the terraforming. I could just choose to not use it but if there is an option to dissable terraforming without those two could be good
Is anyone running to the issue of game crash when attempting to abandone station btw? ( This was a siphon station i created )
Is anyone running to the issue of game crash when attempting to abandone station btw? ( This was a siphon station i created )
Just had an idea while reading through the comments, about Penelope's Star specifically, have you thought about adding a way to change a Star's color?
I usually avoid settling in Penelope's Star because I don't like the idea of my worlds having a Red sky over them, despite being an excellent terraforming spot, being able to change a stars color would be pretty cool, even for purely cosmetic purposes. Maybe there could even be a planet modifier that has some effects based on the stars color and the effect it has on the population?, providing a mechanics reason to change the stars color if possible. Just an idea.
I usually avoid settling in Penelope's Star because I don't like the idea of my worlds having a Red sky over them
Yeah, it might mean a *darker* sky, but never a red one. Like, our sun is white, not blue, so I don't know where he was even coming from.I usually avoid settling in Penelope's Star because I don't like the idea of my worlds having a Red sky over them
FWIW, the sky in that system would still be a shade of blue because the color of the sky is a result of Raleigh scattering. Shorter waves scatter more in the atmosphere, and Red stars still emit radiation in the blue visible spectrum. The Hubble Telescope studies them in the ultraviolet frequency.
im not talking about premade/core planets. but actually random generated ones. they always missing something and makes terraforming impossible. or its just outright not a terraformable planet lol
The only few ones i ever was able to terraform are useless planets that i would not touch ever to begin with...
I wonder... could unknown skies cause this ?
Is that so? Wasn't aware of that (or just forgot about it). Might settle in Penelope's Star next run then. Thanks for explaining (reminding me? I really don't remember) thatI usually avoid settling in Penelope's Star because I don't like the idea of my worlds having a Red sky over them
FWIW, the sky in that system would still be a shade of blue because the color of the sky is a result of Raleigh scattering. Shorter waves scatter more in the atmosphere, and Red stars still emit radiation in the blue visible spectrum. The Hubble Telescope studies them in the ultraviolet frequency.
Is there a setting or config file I can change somewhere to make Tundras count as water-rich worlds (can build Ismara's sling, can terraform to water world etc.)?
There are a few different descriptions, and that's a valid one-- what matters is that as the tundra is depicted in the game, it's covered in ice and snow. I just want to be able to use it to send water to other bodies in-system for terraforming.Is there a setting or config file I can change somewhere to make Tundras count as water-rich worlds (can build Ismara's sling, can terraform to water world etc.)?
I MIGHT be mis-remembering, but isn't a tundra a cold desert?
There are a few different descriptions, and that's a valid one-- what matters is that as the tundra is depicted in the game, it's covered in ice and snow. I just want to be able to use it to send water to other bodies in-system for terraforming.Is there a setting or config file I can change somewhere to make Tundras count as water-rich worlds (can build Ismara's sling, can terraform to water world etc.)?
I MIGHT be mis-remembering, but isn't a tundra a cold desert?
Another thing: terraforming menu into the Terran type claims that its "starting resources" include "trace volatiles". Does this mean that trace volatiles get automatically added whenever terraforming finishes into the Terran type even if there were none before? Asking this because it's sub-optimal for Soil Nanites.
Hello,
technical question here - does terraforming a planet into a different type "reset" some default hazard modifiers?
The example that interests me is: Cryovolcanic worlds have tectonic activity by default. If I finish terraforming it into a Tundra world will the tectonic activity disappear? Will it also change "Extreme cold" to just "Cold"?
Another thing: terraforming menu into the Terran type claims that its "starting resources" include "trace volatiles". Does this mean that trace volatiles get automatically added whenever terraforming finishes into the Terran type even if there were none before? Asking this because it's sub-optimal for Soil Nanites.
Can't seem to be able to build Aquaculture on my waterworld... weird.
What exactly are the requirements? I want to make sure I'm not missing something obvious first.
No actually, no terraforming at all. I'm using Adversary's system creation function to create a water world. First time on the build screen it had Aquaculture showing up, but it said "farming required' to build it. So I restarted after putting 'Adequate Farmland' onto the planet... and it still says that I need farming to build it, but I can't build the farming industry, only Aquaculture which says I lack Farming.Can't seem to be able to build Aquaculture on my waterworld... weird.
What exactly are the requirements? I want to make sure I'm not missing something obvious first.
I assume you recently terraformed the planet into a water world? There's a bug (caused by core/vanilla) where this can sometimes happen - try saving and reloading your game. If that doesn't fix it, post a screenshot of the colony management screen so I can take a look.
No actually, no terraforming at all. I'm using Adversary's system creation function to create a water world. First time on the build screen it had Aquaculture showing up, but it said "farming required' to build it. So I restarted after putting 'Adequate Farmland' onto the planet... and it still says that I need farming to build it, but I can't build the farming industry, only Aquaculture which says I lack Farming.Can't seem to be able to build Aquaculture on my waterworld... weird.
What exactly are the requirements? I want to make sure I'm not missing something obvious first.
I assume you recently terraformed the planet into a water world? There's a bug (caused by core/vanilla) where this can sometimes happen - try saving and reloading your game. If that doesn't fix it, post a screenshot of the colony management screen so I can take a look.
Now I know this might be caused by it not being a "natural" system, but still kinda odd.Planet in question{
"type":"water",
"orbitRadius":5000,
"focus":0,
"name":"Aqua",
"radius":225,
"conditions":[
# List of vanilla planet conditions
"habitable",
"mild_climate",
"water_surface",
"farmland_adequate",
"US_elevator",
],
"entitiesAtStablePoints":[
{},
{},
{"type":"jump_point","name":"Inner System Jump-point"},
],[close]
.... I don't think this is related to TASC in any way. The Aquaculture building requires the water_surface condition, not the water planet type.I did think it was odd that Aquaculture would require "farming" in any way... given that it's the water world equivalent of that Industry.... think it might have something to do with Industrial Evolution?
.... I don't think this is related to TASC in any way. The Aquaculture building requires the water_surface condition, not the water planet type.I did think it was odd that Aquaculture would require "farming" in any way... given that it's the water world equivalent of that Industry.... think it might have something to do with Industrial Evolution?
.... I doubt it. I think the vanilla/core implementation of farming/aquaculture isn't designed to handle situations like terraforming or custom planets with impossible conditions.Think I tracked it down, the "farming" requirement is dropped and it can be built as normal when I deactivate the 'Lobster Proliferation' mod.
.... I doubt it. I think the vanilla/core implementation of farming/aquaculture isn't designed to handle situations like terraforming or custom planets with impossible conditions.Think I tracked it down, the "farming" requirement is dropped and it can be built as normal when I deactivate the 'Lobster Proliferation' mod.
... guess I know where my next stop is. :P
Assuming that mod is still being maintained.... are there any substitutes for that if not?
So, not sure if the problem is on your side, but Space Truckin' tends to have issues identifying commodities for shipment in stations founded by your mod, but it seems to not happen every time. Think you can look into it?
Having an issue with the "Decivilized" hazard that is, as I found out, different from the "Decivilized Subpopulation" one, because neither CHAMELEON from this mod nor a Senate from Industrial Evolution can remove it.
Is this a bug related to Nexerelin? I invaded and conquered this world from another faction. So I assume the modifier had no "chance" to switch from "Decivilized" to "Decivilized Subpopulation" and now I seem stuck with it.
I brute forced a solution with 'RemoveCondition decivilized' via console commands (and I justify this by the fact it makes no sense for the planet to be considered "Decivilized" when there IS a "stable ruling polity" in order on it), but just putting this out there in case you might wanna make CHAMELEON work on this as well.
I actually figured out the reason, and yeah it does seem to be a Nexerelin issue.
While I had conquered this planet from another faction, it's not the direct reason for the "Decivilized" hazard to be there. Apparently when an AI faction colonizes a planet, the colony doesn't make the "switch" from the "Decivilized" to the "Decivilized Subpopulation" hazard, thus leaving the planet essentially stuck with the -25% "Decivilized" hazard.
So it's a rare issue from mix-matching mods. Should probably mention this on the Nexerelin thread too.
On another entirely different matter: have you considered changing Domed Cities and Seafloor Cities from being separate structures to being upgrades to the basic, irremovable Population & Infrastructure pseudo-industry? I think that would make a lot of sense, but I'm not sure if it's viable from the modding perspective (like due to hard-coded vanilla elements or something).Seems like a pretty hard thing to do to me, at least until 0.96 rolls around...
On another entirely different matter: have you considered changing Domed Cities and Seafloor Cities from being separate structures to being upgrades to the basic, irremovable Population & Infrastructure pseudo-industry? I think that would make a lot of sense, but I'm not sure if it's viable from the modding perspective (like due to hard-coded vanilla elements or something).Seems like a pretty hard thing to do to me, at least until 0.96 rolls around...
I saw a "boarder crossing" outpost from a domain system and I thought thats a cool idea, can we get the option to build outposts next to jump points?
Hey boggled, is it possible for you to add a feature where you can change the sprite of a space station?
Also, thanks for making TaSC. I've been having a lot of fun playing as an interstellar salvage and mining franchise with it.
I think he means the inner side of the jump point. You know, kinda like the Phrygian Immigration Checkpoint added to the Salus L4 Jump Point by Diktat Enhancement.I saw a "boarder crossing" outpost from a domain system and I thought thats a cool idea, can we get the option to build outposts next to jump points?
What gameplay value would this add? I don't want to put a colony in hyperspace because that has a lot of potential for bugs.Hey boggled, is it possible for you to add a feature where you can change the sprite of a space station?
Also, thanks for making TaSC. I've been having a lot of fun playing as an interstellar salvage and mining franchise with it.
I'm glad you're enjoying the mod!
You can modify the space station sprites by editing the PNG files in \graphics\stations. Remember to make the lights PNG files transparent if you change the station sprite itself, or add a new lights pattern to correspond to your new station sprite.
Not sure, but I think they mean a way to choose the station sprite used, instead of it being either predetermined, or random. So one can "pick and choose" what fits the best, without going to the files each time to change the number setting.I saw a "boarder crossing" outpost from a domain system and I thought thats a cool idea, can we get the option to build outposts next to jump points?
What gameplay value would this add? I don't want to put a colony in hyperspace because that has a lot of potential for bugs.Hey boggled, is it possible for you to add a feature where you can change the sprite of a space station?
Also, thanks for making TaSC. I've been having a lot of fun playing as an interstellar salvage and mining franchise with it.
I'm glad you're enjoying the mod!
You can modify the space station sprites by editing the PNG files in \graphics\stations. Remember to make the lights PNG files transparent if you change the station sprite itself, or add a new lights pattern to correspond to your new station sprite.
...Don't think it adds it to the demanded economy market though (ie making deficits to sell to), pity that.
TASC supports adding lobsters to water worlds. See the mod guide on the original post.
If that is what you want, you may want to add "A small mod regarding lobster proliferation."...Don't think it adds it to the demanded economy market though (ie making deficits to sell to), pity that.
TASC supports adding lobsters to water worlds. See the mod guide on the original post.
Oh well, guess I'll have to live without.
I think he means the inner side of the jump point. You know, kinda like the Phrygian Immigration Checkpoint added to the Salus L4 Jump Point by Diktat Enhancement.
Not sure, but I think they mean a way to choose the station sprite used, instead of it being either predetermined, or random. So one can "pick and choose" what fits the best, without going to the files each time to change the number setting.
So... I saw that there were plans for nebula terraforming with the fusion lamp, and for control over terraforming remotely. How is it going? Still a far fetched dream, or are you doing progress? (If nothing else worked for the latter, you COULD add a special contact for the world and do it via there. I used to do that before you patched it, since it was accidental.)
Hello, I've been playing with stable diffusion and found an okay workflow for industry images.
Since Kletka, Chamelion and Domain Arch. are still relying on images that don't fit well, I gave it a spin - feel free to use these if you wish.
https://imgur.com/a/jn3HJUX
...Don't think it adds it to the demanded economy market though (ie making deficits to sell to), pity that.
TASC supports adding lobsters to water worlds. See the mod guide on the original post.
Oh well, guess I'll have to live without.
two of those images are exploration/ruin scenes intended for DomArch, and I was going for a more "dark sci fi industrial supercomputer" look with the others, but it's your interpretation that matters in the end. Feel free to use em however you want!
....If that is what you want, you may want to add "A small mod regarding lobster proliferation."Yes, I know.
Link: https://fractalsoftworks.com/forum/index.php?topic=19933.0
As you can see..... I doubt it. I think the vanilla/core implementation of farming/aquaculture isn't designed to handle situations like terraforming or custom planets with impossible conditions.Think I tracked it down, the "farming" requirement is dropped and it can be built as normal when I deactivate the 'Lobster Proliferation' mod....
... TASC's lobsters function identically to the vanilla ones on Volturn. If you want different behavior, it will be necessary to use another mod for this.I know, I'm merely lamenting inconvenient mod conflicts.
Thank you for the updates! ;)
Hi. I am author of Ashes of The Domain mod. I Must say i always enjoyed your mod and it inspired me in mamy things. Thus i come here cause mamy players reported me that TASC station causes bugs with Capitals structures that my mod implement, could you send me src file via Dsc, as i would like to see how your station spawning behaves and what it is their class or just tell me how it is working, so i could fix that bug , as i know that i got NullPointerExceptuon when trying to getPlanetEntity from station's market
Good day.
When I played this mod, I was always crippled by the presence of the siphon station and the astropolis station.
These two stations have no reason to exist.
In vanilla, when we colonize a gas giant, obviously we don't colonize its surface.
I believe that the orbit is colonized by building a number of stations in the orbit of the gas giant, which is exactly what the siphon station does.
It turns out that there is no point in it and it is an abuse for the sake of getting a 100% hazard rating.
Astropos is in vanilla, but I imagine it would fit more under the structure for a colony than as a standalone market.
If you're adding all +- vanilla stuff, then why don't you add a mining station to Al Gebbar to mine the surface of the planet?
The only station that really adds something is the mining station, because it creates a market in the asteroid belt, which is cool.
Hi , once again Ashes of Domain author here , i come to Ask you about pottential collab between those 2 mods, as i want to create Industry Tech Tree and i want to include Terraforming and Station Construction as it is not only mod that i love but also its one of most used mods. As it will take time , a lot of to properly implement it , would you want such interaction between our mods in future ( it would only reqiure few lines of code in every Industry so it could be researchable) Have a nice day ^^
I canHi , once again Ashes of Domain author here , i come to Ask you about pottential collab between those 2 mods, as i want to create Industry Tech Tree and i want to include Terraforming and Station Construction as it is not only mod that i love but also its one of most used mods. As it will take time , a lot of to properly implement it , would you want such interaction between our mods in future ( it would only reqiure few lines of code in every Industry so it could be researchable) Have a nice day ^^
Hello,
I'm not against adding terraforming projects to the tech tree, but it would need to be done in a way that Ashes is not a dependency for TASC. If you can make it work that way, I would be happy to add support.
I canHi , once again Ashes of Domain author here , i come to Ask you about pottential collab between those 2 mods, as i want to create Industry Tech Tree and i want to include Terraforming and Station Construction as it is not only mod that i love but also its one of most used mods. As it will take time , a lot of to properly implement it , would you want such interaction between our mods in future ( it would only reqiure few lines of code in every Industry so it could be researchable) Have a nice day ^^
Hello,
I'm not against adding terraforming projects to the tech tree, but it would need to be done in a way that Ashes is not a dependency for TASC. If you can make it work that way, I would be happy to add support.
What you would need to do ( but not now as it would break AoD once TASC would be eneabled) is inserting those lines of code into method
@Override
public boolean isAvailableToBuild() {
if(Global.getSettings().getModManager().isModEnabled("Cryo_but_better")){
if (!Global.getSector().getPlayerFaction().knowsIndustry(AoDIndustries.PLANETARY_DEFENCE_FORCE)) {
return false;
}
return true;
}
return true;
}
And
@Override
public boolean showWhenUnavailable() {
if(Global.getSettings().getModManager().isModEnabled("Cryo_but_better")){
return Global.getSector().getPlayerFaction().knowsIndustry(AoDIndustries.PLANETARY_DEFENCE_FORCE);
}
return true;
}
Those two methods together hide industry from industry list to build as long as AoD is eneabled And player does not researched it yet , so there would be no depedency from TASC or AoD that they would need each other to work, rather enhancing both mods when combined
Example here is from Planetary Defence Force of my mod
Good day. I'll be honest. In almost all sessions, I used another modification for terraforming, but in the current session, I decided to try this modification anyway and before starting, I opened the settings file and began to understand it. I was very much surprised and puzzled. There is much more content in the settings file than on the first page. Now knowing what this modification is capable of, I treat it completely differently, now it is indispensable in my sessions in it I found those things that I have been waiting for a long time (hydroponics, building a hypershunt, building gates and much more). For the sake of Saint Ludd, for the sake of the people of the entire sector, and for a confident victory over the artificial intelligence fleets, please consider the following suggestions:
1 make a more detailed description of all possible modification functions on the first page. The description can be misleading;
2 make it easier to manage settings, for example with lunalib, with which setting up mods before starting a session is very convenient.
Thank you very much for the modification and I wish you great creative success.
So, just noted an issue, that while not major, is not ideal. Since syphon stations share an id in the files (use "list stations" you will see what I mean.), the Illustrated entities mod can only edit the desc of the first one built in a system. I suspect similar issues may occur with mining stations and astropoli. Could we have a fix?
Fair enough. I have not checked astropoli yet, and did not notice syphons last time (mining stations are pure speculation), but good to know.So, just noted an issue, that while not major, is not ideal. Since syphon stations share an id in the files (use "list stations" you will see what I mean.), the Illustrated entities mod can only edit the desc of the first one built in a system. I suspect similar issues may occur with mining stations and astropoli. Could we have a fix?
I thought I already fixed this issue in a previous patch. I'll take another look to see if it reappeared. I'll note that Illustrated Entities, while very cool, does have some bugs itself that may be the root cause, not TASC.
The more you update, the more I become amazed at your mod.
Heya boggled, just had the astroboli bug:
Here's the log
576818 [Thread-3] INFO data.campaign.econ.boggledTools - ASTROPOLIS STATION ACTIVATEIMPL: Entering build logic.
576818 [Thread-3] INFO data.campaign.econ.boggledTools - ASTROPOLIS STATION ACTIVATEIMPL: Creating third astropolis station.
576819 [Thread-3] INFO data.campaign.econ.boggledTools - ASTROPOLIS STATION ACTIVATEIMPL: Created third astropolis station with orbital angle -82.86792. The first station has angle 37.13208 and the second station has angle 277.2002.
The angles suggest the third astropoli is on the second but it's actually on the first, not sure what's up with that.
Hope you can figure out what's up with that, cheers!
Say boggled, may I copy a bit of your code? Specifically, the use of spec editing to change the planet type (the specific example I cribbed from was from terraformHabitableToParadise).
So, UAF thing. The mod adds a nanoforge that is basically an eco friendly pristine nanoforge, the dimensional nanoforge. It also adds the 50% fleet quality, but does not add pollution and produces one unit less. Would it logically be possible to use it to manufacture artifacts, or are the Domain and Auroran tech bases too different, thus why you can't on the current version?
Caused by: java.lang.NullPointerException
at data.campaign.econ.boggledTools.refreshAquacultureAndFarming(boggledTools.java:733)
at data.campaign.econ.boggledTools.removeCondition(boggledTools.java:2940)
at data.campaign.econ.conditions.Cramped_Quarters.apply(Cramped_Quarters.java:65)
at com.fs.starfarer.campaign.econ.Market.addCondition(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.addCondition(Unknown Source)
at com.fs.starfarer.campaign.econ.PlanetConditionMarket.convertToRegular(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.readResolve(Unknown Source)
at com.fs.starfarer.campaign.CustomCampaignEntity.readResolve(Unknown Source)
Thanks boggled!
Anyway I'm posting here again because someone on Discord had an error report where a save fails to load:Caused by: java.lang.NullPointerException
at data.campaign.econ.boggledTools.refreshAquacultureAndFarming(boggledTools.java:733)
at data.campaign.econ.boggledTools.removeCondition(boggledTools.java:2940)
at data.campaign.econ.conditions.Cramped_Quarters.apply(Cramped_Quarters.java:65)
at com.fs.starfarer.campaign.econ.Market.addCondition(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.addCondition(Unknown Source)
at com.fs.starfarer.campaign.econ.PlanetConditionMarket.convertToRegular(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.readResolve(Unknown Source)
at com.fs.starfarer.campaign.CustomCampaignEntity.readResolve(Unknown Source)
Looking at the source, is this from a market that doesn't have a primary entity? Although who knows where that might have come from.
Would it be possible to allow players to add new items to the artifact list?
Could've certainly not made that sound like an order.
Question. How will you reconcile the PK that you can make on TASC with the PK from the new mission?
I was curious ever since that mission was announced.
The vanilla PK is one with lost codes. It serves as quest fodder, kinda like the Janus Prototype.Question. How will you reconcile the PK that you can make on TASC with the PK from the new mission?
I was curious ever since that mission was announced.
I haven't looked into that yet, but if the PK device has been added in vanilla then it will be removed from TASC.
Please post here if you find any incompatibilities or problems between TASC and 0.96a. That will make it faster for me to release an update. Thank you!Not sure if it's due to TASC or not but I am regularly getting this error when doing things on my colony screen:
Is there anyway to install a plama dynamo on siphon stations?
Absolutely no pressing or anything at all and I hope the creator of this mod could fix the compatibility in this mod because for me this mod is an essential gameplay mod with colony management and terraform various planets around the sector. The only thing is certain the new version of the game does not let me use the mod at all otherwise it won't run. Anyone who can make it work and test could give feedback so the mod will be available again. Thanks for the mod and good luck with the next update.
Please post here if you find any incompatibilities or problems between TASC and 0.96a. That will make it faster for me to release an update. Thank you!Not sure if it's due to TASC or not but I am regularly getting this error when doing things on my colony screen:
Fatal: com.fs.starfarer.api.ui.TooltipMakerAPI.addImageWithText(F)V
Check starsector.log for more info.
The vanilla PK is one with lost codes. It serves as quest fodder, kinda like the Janus Prototype.Question. How will you reconcile the PK that you can make on TASC with the PK from the new mission?
I was curious ever since that mission was announced.
I haven't looked into that yet, but if the PK device has been added in vanilla then it will be removed from TASC.
Maybe have it so you can't find TASC PK's om ruins, and can only make them after this quest?
I don't know if it was already suggested, but would it be possible to choose the appearance of the stations we can build?
"Can you please post the stack trace? That would make it easer to identify the cause."
How do i find that? Is that in the .log?
Yes, it's in the starsector.log file.
Yes, it's in the starsector.log file.
Was unsure exactly which part that is, so uploading the whole log; sorry if that's not what you need, couldn't find anything when CTRL+F'ing for "stack"
Sorry about that, dunno why it didnt put the log file in. Aaaand I can't upload the log file even zipped, because the file is too large. Absolutely tiny upload limit here
Edit: cut out what appears to be the error in question and uploaded
Ah damn, yeah i build them on every colony to ward off Pathers lmao. I'll deconstruct them i guess. Thanks!
Edit: if i dont use alpha cores, do you think it will still break?
Great, thanks! Looks like the problem appears to be with the CHAMELEON building, specifically the alpha core logic. Did you construct one on that colony? If so, try removing it and disabling it in the settings file. If that doesn't work, remove it from the industries.csv file.Hey boss, is this one CHAMELEON-related too?
I expected there would be problems with that building given the changes to colony threats in 0.96a.
Ah damn, yeah i build them on every colony to ward off Pathers lmao. I'll deconstruct them i guess. Thanks!
Edit: if i dont use alpha cores, do you think it will still break?
I tested the mod but not detected any issue but with combination of mods like HMI and their separated submods my game crashed but I removed the HMI mods so now all is seems okay. The log files cannot be opened for me because it appears bugged and freeze instantly if I try to open it.
Once most mods will be updated to the newest version then I will be able to play with my tons of faction-ship mods aswell. I will further test the terraforming mods to make space stations and adding various buildings on it with console commands to test if it is work too.
I think I moused over something? Log chunk, the rest is mostly my typos and a couple random things that didn't crash it.Was it a green shield-looking hullmod bp?
If I start a campaign with this and it gets some update for 0.96a, will it be backwards compatible or will I need to start over again? Already lost a favorite run because the Luddic Path planet killer thingy got bugged in a campaign from 0.95.1a
I think I moused over something? Log chunk, the rest is mostly my typos and a couple random things that didn't crash it.
Iv never actually used any mods for Starsector before, but this one looks really interesting. Quick question though: Can I add it mid game or am I going to need to restart?
Iv never actually used any mods for Starsector before, but this one looks really interesting. Quick question though: Can I add it mid game or am I going to need to restart?
Iv never actually used any mods for Starsector before, but this one looks really interesting. Quick question though: Can I add it mid game or am I going to need to restart?
Hi Boggled, i have a question do you have a dsc? I was once asking you about the tech tree and i implemented already basic API for it, i would like to dicuss with you things about research tiers of industries that TASC uses etc etc and how it would work from codding side. Of course if you are still intrested ^^
Can Fuel Production and Refining still mount Synchrotron Core and Catalytic Core (respectively) on No Atmosphere planets with Domed Cities built?Yes. That is actually one of its main uses.
Iv never actually used any mods for Starsector before, but this one looks really interesting. Quick question though: Can I add it mid game or am I going to need to restart?I added this one mid save with no problems
Thank you to everyone who replied. Now to sit here patiently until it updates and then I will try it out.I didn't tried it the mod yet in the new update due to not knowing how it would interact with the economy now, but... If you want to try your luck, here's how you can play it on 0.96 right now:
Thank you to everyone who replied. Now to sit here patiently until it updates and then I will try it out.I didn't tried it the mod yet in the new update due to not knowing how it would interact with the economy now, but... If you want to try your luck, here's how you can play it on 0.96 right now:
Open the mod's folder and open the "mod_info" file with a text editor. Then change the "gameVersion" to "0.96a". You can do this with any mod btw but it doesn't work all the time.
Thank you to everyone who replied. Now to sit here patiently until it updates and then I will try it out.I didn't tried it the mod yet in the new update due to not knowing how it would interact with the economy now, but... If you want to try your luck, here's how you can play it on 0.96 right now:
Open the mod's folder and open the "mod_info" file with a text editor. Then change the "gameVersion" to "0.96a". You can do this with any mod btw but it doesn't work all the time.
This works for TASC. So far the only major issue I've found in testing for 0.96a is that the CHAMELEON alpha core bonus doesn't function correctly.
Thank you to everyone who replied. Now to sit here patiently until it updates and then I will try it out.I didn't tried it the mod yet in the new update due to not knowing how it would interact with the economy now, but... If you want to try your luck, here's how you can play it on 0.96 right now:
Open the mod's folder and open the "mod_info" file with a text editor. Then change the "gameVersion" to "0.96a". You can do this with any mod btw but it doesn't work all the time.
This works for TASC. So far the only major issue I've found in testing for 0.96a is that the CHAMELEON alpha core bonus doesn't function correctly.
Are there no issues with Planet Killers? I haven't got that far in the campaign to test stuff with your mod but I did start this campaign with it.
Having an issue where ALL astropoli of a second set that I build, in ANY system, get telepylus' astropoli's descs, when using Illustrated Entities.
Thank you, third time I have some sort of issue with this. Maybe it's best to keep descs to the default?Having an issue where ALL astropoli of a second set that I build, in ANY system, get telepylus' astropoli's descs, when using Illustrated Entities.
Ok, I'll look into the Illustrated Entities compatibility. Please note that Illustrated Entities itself had some bugs the last time I was testing with it (~6 months ago I think) so it may not be something I can fix. Thanks for reporting this!
Thank you, third time I have some sort of issue with this. Maybe it's best to keep descs to the default?Having an issue where ALL astropoli of a second set that I build, in ANY system, get telepylus' astropoli's descs, when using Illustrated Entities.
Ok, I'll look into the Illustrated Entities compatibility. Please note that Illustrated Entities itself had some bugs the last time I was testing with it (~6 months ago I think) so it may not be something I can fix. Thanks for reporting this!
Getting a crash when adding a AI Core to the Harmonic Damper
Logdump in SpoilersSpoiler196325 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: com.fs.starfarer.api.ui.TooltipMakerAPI.addImageWithText(F)V
java.lang.NoSuchMethodError: com.fs.starfarer.api.ui.TooltipMakerAPI.addImageWithText(F)V
at data.campaign.econ.industries.Boggled_Harmonic_Damper.addGammaCoreDescription(Boggled_Harmonic_Damper.java:253)
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.addAICoreSection(BaseIndustry.java:1387)
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.addInstalledItemsSect ion(BaseIndustry.java:1301)
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.createTooltip(BaseIndustry.java:1269)
at com.fs.starfarer.campaign.ui.marketinfo.ooo0$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.R.showTooltip(Unknown Source)
at com.fs.starfarer.ui.V.oÒ0000(Unknown Source)
at com.fs.starfarer.ui.V.processInput(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.IndustryListPanel.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.o0OO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.L.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.o0Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)[close]
Using the RC9Spoiler{"enabledMods": [
"lw_autosave",
"CFT",
"chatter",
"lw_radar",
"lw_console",
"edshipyard",
"sun_hyperdrive",
"JYD",
"lw_lazylib",
"ArkLeg",
"lockedAndLoaded",
"lunalib",
"MagicLib",
"Mayasuran Navy",
"nexerelin",
"roider",
"spacetruckin",
"speedUp",
"sun_starship_legends",
"stelnet",
"Terraforming & Station Construction",
"transfer_all_items",
"TTSC",
"underworld",
"variants_lib",
"XhanEmpire",
"audio_plus",
"prv",
"shaderLib"
]}[close]
Mods are most current versions.
I'll do a few test with disabled mods.
Tested with only Lazylib Console Commands and Terraforming mod. Still crashing.Spoiler756040 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: com.fs.starfarer.api.ui.TooltipMakerAPI.addImageWithText(F)V
java.lang.NoSuchMethodError: com.fs.starfarer.api.ui.TooltipMakerAPI.addImageWithText(F)V
at data.campaign.econ.industries.Boggled_Harmonic_Damper.addGammaCoreDescription(Boggled_Harmonic_Damper.java:253)
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.addAICoreSection(BaseIndustry.java:1387)
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.addInstalledItemsSect ion(BaseIndustry.java:1301)
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.createTooltip(BaseIndustry.java:1269)
at com.fs.starfarer.campaign.ui.marketinfo.ooo0$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.R.showTooltip(Unknown Source)
at com.fs.starfarer.ui.V.oÒ0000(Unknown Source)
at com.fs.starfarer.ui.V.processInput(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.IndustryListPanel.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.o0OO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.L.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.o0Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
{"enabledMods": [
"lw_console",
"lw_lazylib",
"Terraforming & Station Construction"
]}[close]
I had read on a previous page that there were crashes with the kletka simulators, too.
are those resolved, too / turned out to be a conflict with another mod?
I had read on a previous page that there were crashes with the kletka simulators, too.
are those resolved, too / turned out to be a conflict with another mod?
That was caused by the same issue as the one Blackclaw reported. It's common to all TASC buildings that can use AI cores.
I had read on a previous page that there were crashes with the kletka simulators, too.
are those resolved, too / turned out to be a conflict with another mod?
That was caused by the same issue as the one Blackclaw reported. It's common to all TASC buildings that can use AI cores.
So I take it as it will be fixed by downloading / installing your mod after installing the current version of starsector?
In that case, thx, been waiting for this mod to update before starting a new save :)
- Fixed a bug where the planet-killer device could show up as an option from the historian. Thanks Vendral for reporting this!Historian?
Quote- Fixed a bug where the planet-killer device could show up as an option from the historian. Thanks Vendral for reporting this!Historian?
It's a vanilla feature. They can give you the locations of blueprints and special items.OH, the paper book doods. Gotcha!
Yes. Keep in mind this is a WIP update and I will be issuing the "real" update in the future with more changes and probably a lack of backward compatibility.
Yes. Keep in mind this is a WIP update and I will be issuing the "real" update in the future with more changes and probably a lack of backward compatibility.
Wait, so this dev version is backwards compatible with the 0.95.1a version of the mod, right? Also, how do I disable the limit on terraforming volcanic and irradiated worlds? I found a nice trinary system I wanna settle but all 8 planets are either irradiated or volcanic.
Turns out there's a Coronal Hypershunt in the center of those three suns. But being irradiated and volcanic worlds, there's no food, organics, habitables or even no-atmosphere planets so I can't use any items. I just wanted to settle the system because it looks cool :'(
Yes. Keep in mind this is a WIP update and I will be issuing the "real" update in the future with more changes and probably a lack of backward compatibility.
Wait, so this dev version is backwards compatible with the 0.95.1a version of the mod, right? Also, how do I disable the limit on terraforming volcanic and irradiated worlds? I found a nice trinary system I wanna settle but all 8 planets are either irradiated or volcanic.
As of yet, volcanic nor irradiated worlds can be terraformed.
But irradiated worlds can be brought down to 100% hazard rating with the right buildings, and on volcanic worlds, typically only very hot remains, which would be true for any other planet type anyways (and you want to keep it for the bonus of cryo-arithmetic engines)
If you settle that system, you have a military powerhouse at your hands.
Are any of the planets astropolis capable? Asteroid belt count? Any gas giants?Turns out there's a Coronal Hypershunt in the center of those three suns. But being irradiated and volcanic worlds, there's no food, organics, habitables or even no-atmosphere planets so I can't use any items. I just wanted to settle the system because it looks cool :'(
Yes. Keep in mind this is a WIP update and I will be issuing the "real" update in the future with more changes and probably a lack of backward compatibility.
Wait, so this dev version is backwards compatible with the 0.95.1a version of the mod, right? Also, how do I disable the limit on terraforming volcanic and irradiated worlds? I found a nice trinary system I wanna settle but all 8 planets are either irradiated or volcanic.
As of yet, volcanic nor irradiated worlds can be terraformed.
But irradiated worlds can be brought down to 100% hazard rating with the right buildings, and on volcanic worlds, typically only very hot remains, which would be true for any other planet type anyways (and you want to keep it for the bonus of cryo-arithmetic engines)
If you settle that system, you have a military powerhouse at your hands.
while this is very nice, mousing over a CHAMELEON with an alpha core installed still crashes my game!
- Updated CHAMELEON building for 0.96a. The alpha core bonus now reduces Pather interest on the colony to zero, instead of simply subtracting 1000. Please post in this thread if you encounter a situation where the Pather interest on a colony is a value other than zero while an alpha core is installed.
Yes. Keep in mind this is a WIP update and I will be issuing the "real" update in the future with more changes and probably a lack of backward compatibility.
Wait, so this dev version is backwards compatible with the 0.95.1a version of the mod, right? Also, how do I disable the limit on terraforming volcanic and irradiated worlds? I found a nice trinary system I wanna settle but all 8 planets are either irradiated or volcanic.
So, just noticed that when shields supress the asteroid impacts, it does NOT allow domes. I know that this is some... Unorthodox combo to say the least (it makes the defense bonus useless), but it is on purpose, right? Or was it some oversight due to how unintuitive it would be to build a defense multiplier building in a world that you plan to not have ground defense?
(Only found out because I was colonizing Melek Taus, a 475% hazard hellhole, as a joke.)
Quotewhile this is very nice, mousing over a CHAMELEON with an alpha core installed still crashes my game!
- Updated CHAMELEON building for 0.96a. The alpha core bonus now reduces Pather interest on the colony to zero, instead of simply subtracting 1000. Please post in this thread if you encounter a situation where the Pather interest on a colony is a value other than zero while an alpha core is installed.
Hmm, I was sure this was fixed. Did you delete the TASC folder before copy/pasting the new one in? Can you please post the stack trace again?Yeah, I'll test again tomorrow (at work rn) and reinstall, then post it here if i can reproduce it
Any plan to add lobster production on water worlds? Can't wait for the 0.96 update.
So I installed this and got it up and running and so far it is siiiccckkkk. I got a couple of questions before get really stuck into it though:
-Do Astropolis inherit the resource nodes of the planet they are orbiting? I have an high hazard planet in my system that has ruins and I would like to get a Domain Archaeology up and running.
-Following on from that does the Domain Archaeology building increase its production with colony size/installed AI cores? I want to figure out how many Domain-era Artifacts I can make per month so I can plan my improvements.
-Does having a Domain Archaeology building conflict with techmining?
-I have a world thats frozen with farmland I going to terraform to a Terran world. I also want to do the farmland resource improvement on it but at the moment it says I don't have enough water. Once its terraformed will the water requirement be satisfied or should I be looking at setting up a mining station?
So I installed this and got it up and running and so far it is siiiccckkkk. I got a couple of questions before get really stuck into it though:
-Do Astropolis inherit the resource nodes of the planet they are orbiting? I have an high hazard planet in my system that has ruins and I would like to get a Domain Archaeology up and running.
-Following on from that does the Domain Archaeology building increase its production with colony size/installed AI cores? I want to figure out how many Domain-era Artifacts I can make per month so I can plan my improvements.
-Does having a Domain Archaeology building conflict with techmining?
-I have a world thats frozen with farmland I going to terraform to a Terran world. I also want to do the farmland resource improvement on it but at the moment it says I don't have enough water. Once its terraformed will the water requirement be satisfied or should I be looking at setting up a mining station?
-No
-Yes
-No
-No, you need a station with asteroid processing or Ismara Sling on an elegible planet.
Hello dear modder, if you still working on this mod and intend to update it to 0.96
could you maybe implement small change (ether full or togable in config) that when habitable planet is terraformed, it automatically does not get volatiles and rare ore (thy can be added throu improvments) cause it sometimes kinda makes terraforming desert planet into teran planet worse due to not being able to use soil nanites.
I hope that change could be implemented, and i am sorry if i insulted you whit proposing such change, it was not my intention. im just fan of your mod who things these changes could make it better
So I installed this and got it up and running and so far it is siiiccckkkk. I got a couple of questions before get really stuck into it though:
-Do Astropolis inherit the resource nodes of the planet they are orbiting? I have an high hazard planet in my system that has ruins and I would like to get a Domain Archaeology up and running.
-Following on from that does the Domain Archaeology building increase its production with colony size/installed AI cores? I want to figure out how many Domain-era Artifacts I can make per month so I can plan my improvements.
-Does having a Domain Archaeology building conflict with techmining?
-I have a world thats frozen with farmland I going to terraform to a Terran world. I also want to do the farmland resource improvement on it but at the moment it says I don't have enough water. Once its terraformed will the water requirement be satisfied or should I be looking at setting up a mining station?
-No
-Yes
-No
-No, you need a station with asteroid processing or Ismara Sling on an elegible planet.
Following up with questions about how the mod works too...
If I got it right, to terraform a planet into a Water-world that planet needs to have large amount of water. What types of planets have that, besides the water-world of course? Following DIY Planet's logic, I assume it is: Cryovolcanic, rocky ice and frozen, right? Considering that, is there any way to terraform a planet into Cryovolcanic, rocky ice or frozen?
Unknown Skies adds planet types, like Methane-world for example. Is there some file or whatever I can find those info without having to ask about each and every modded planet?
And a question that I get it if you don't know the answer because it is about what would happen to a Gas Giant attached to a Astropolis that receive DIY Planet's N Brane Oscillator special item in order to turn that planet into a star... Astropolis would vanish along?
Only water and frozen planets can build Ismara's Sling to provide water for the system. You can also get access to water using the asteroid processing building on a station.
Unknown Skies isn't part of TASC. Most/all of the US planets are categorized by TASC and the ones categorized as water or frozen can build Ismara's Sling.
I'm not familiar with how DIY Planets items work.
Hello! I've addressed this issue several times in this thread so I won't reiterate my thinking on it again.
The only thing that's changed since then is DIY Planets might not get an update for 0.96a so players who disagree with my views may not have an alternative to TASC anymore. I'll consider adding a settings toggle for this.
Hello dear modder, if you still working on this mod and intend to update it to 0.96
could you maybe implement small change (ether full or togable in config) that when habitable planet is terraformed, it automatically does not get volatiles and rare ore (thy can be added throu improvments) cause it sometimes kinda makes terraforming desert planet into teran planet worse due to not being able to use soil nanites.
I hope that change could be implemented, and i am sorry if i insulted you whit proposing such change, it was not my intention. im just fan of your mod who things these changes could make it better
Hello! I've addressed this issue several times in this thread so I won't reiterate my thinking on it again.
The only thing that's changed since then is DIY Planets might not get an update for 0.96a so players who disagree with my views may not have an alternative to TASC anymore. I'll consider adding a settings toggle for this.
Tundra does NOT count, but you can build lots of stations, so you can use asteroid processing.
Only water and frozen planets can build Ismara's Sling to provide water for the system. You can also get access to water using the asteroid processing building on a station.
Unknown Skies isn't part of TASC. Most/all of the US planets are categorized by TASC and the ones categorized as water or frozen can build Ismara's Sling.
I'm not familiar with how DIY Planets items work.
Do Tundra worlds count as frozen for the purposes of the sling? Im actually settling Penelope's Star which is where Ismara is, and I want to convert Ismara into a tundra world (its curently a cryovolcanic) so I can make it livable to bring the hazard rating down a bit, but I want to improve a couple of other worlds and I don't want to inadvertently remove access to to my teraforming and force myself to set up a station somewhere in system for asteroid processing.
Only water and frozen planets can build Ismara's Sling to provide water for the system. You can also get access to water using the asteroid processing building on a station.
Unknown Skies isn't part of TASC. Most/all of the US planets are categorized by TASC and the ones categorized as water or frozen can build Ismara's Sling.
I'm not familiar with how DIY Planets items work.
Do Tundra worlds count as frozen for the purposes of the sling?
Aight, thought it was DIY but turns out its terraforming, happens after I do the mild climate terraforming on Qaras in the Yma system. Currently running 0.95.1a version 8.2.1 of the mod. Never had that issue before.
Domed cities being a prerequisite for agrav fields make little sense in case of gas giants. Aren't these colonies just orbital habitats in the first place? Then the gravity there should have been artificial anyways, since things in orbit are weightless since they're always in free fall. In that case, high gravity shouldn't affect any gas giants in the first place
Forgot to reply after my last issue; turned out i had the wrong version installed, no crashes w/ CHAMELEON on that beta version so far!
Domed cities being a prerequisite for agrav fields make little sense in case of gas giants. Aren't these colonies just orbital habitats in the first place? Then the gravity there should have been artificial anyways, since things in orbit are weightless since they're always in free fall. In that case, high gravity shouldn't affect any gas giants in the first place
My understanding is that gas giant colonies are floating in the clouds, not in orbit.
Domed cities being a prerequisite for agrav fields make little sense in case of gas giants. Aren't these colonies just orbital habitats in the first place? Then the gravity there should have been artificial anyways, since things in orbit are weightless since they're always in free fall. In that case, high gravity shouldn't affect any gas giants in the first place
My understanding is that gas giant colonies are floating in the clouds, not in orbit.
In either case, that should function as domed cities, right? Also, I don't exactly agree with the defense malus to domed cities because you want to avoid homogeneity of planets. 12 structure limit means we can't build everything everywhere anyways, especially since no atmosphere, habitable, non-habitable and gas giants all use different types of colony items anyways. I'm not building Mesozoic park and Gene lab in a barren planet with no atmosphere because I want fuel and refinery there instead. Realistically my farming worlds won't have mining unless I need organics. As for Domed Cities, if a Terran planet doesn't have high/low gravity, there's little reason to build them right? I could just change the climate!
Aight, thought it was DIY but turns out its terraforming, happens after I do the mild climate terraforming on Qaras in the Yma system. Currently running 0.95.1a version 8.2.1 of the mod. Never had that issue before.
Why do you think the crash is caused by TASC? The stack trace doesn't appear to implicate any particular mod.
Domed cities being a prerequisite for agrav fields make little sense in case of gas giants. Aren't these colonies just orbital habitats in the first place? Then the gravity there should have been artificial anyways, since things in orbit are weightless since they're always in free fall. In that case, high gravity shouldn't affect any gas giants in the first place
My understanding is that gas giant colonies are floating in the clouds, not in orbit.
In either case, that should function as domed cities, right? Also, I don't exactly agree with the defense malus to domed cities because you want to avoid homogeneity of planets. 12 structure limit means we can't build everything everywhere anyways, especially since no atmosphere, habitable, non-habitable and gas giants all use different types of colony items anyways. I'm not building Mesozoic park and Gene lab in a barren planet with no atmosphere because I want fuel and refinery there instead. Realistically my farming worlds won't have mining unless I need organics. As for Domed Cities, if a Terran planet doesn't have high/low gravity, there's little reason to build them right? I could just change the climate!
I don't view gas giant colonies as being any more centralized than a regular colony.
I've discussed the Domed Cities defense malus at length several times in this thread. I'm not going to remove the defense malus, but I might add a settings option to disable it given how many players are against it.
Aight, thought it was DIY but turns out its terraforming, happens after I do the mild climate terraforming on Qaras in the Yma system. Currently running 0.95.1a version 8.2.1 of the mod. Never had that issue before.
Why do you think the crash is caused by TASC? The stack trace doesn't appear to implicate any particular mod.
Managed to isolate the crash to TASC since I was basically 8 days from terraforming the planet with mild climate using the TASC system and if I let it terraform it crashes when I open the menu, yet when I cancel it and open the menu the game doesnt crash... Wish I could give any more info but that's all the game would spit out :/
Domed cities being a prerequisite for agrav fields make little sense in case of gas giants. Aren't these colonies just orbital habitats in the first place? Then the gravity there should have been artificial anyways, since things in orbit are weightless since they're always in free fall. In that case, high gravity shouldn't affect any gas giants in the first place
My understanding is that gas giant colonies are floating in the clouds, not in orbit.
In either case, that should function as domed cities, right? Also, I don't exactly agree with the defense malus to domed cities because you want to avoid homogeneity of planets. 12 structure limit means we can't build everything everywhere anyways, especially since no atmosphere, habitable, non-habitable and gas giants all use different types of colony items anyways. I'm not building Mesozoic park and Gene lab in a barren planet with no atmosphere because I want fuel and refinery there instead. Realistically my farming worlds won't have mining unless I need organics. As for Domed Cities, if a Terran planet doesn't have high/low gravity, there's little reason to build them right? I could just change the climate!
I don't view gas giant colonies as being any more centralized than a regular colony.
I've discussed the Domed Cities defense malus at length several times in this thread. I'm not going to remove the defense malus, but I might add a settings option to disable it given how many players are against it.
IMO the dome would make the defenses even stronger, but perhaps make it more susceptible to bombardment because the cities are more centralized. But I'm alright with it either way, that's not my main concern.
I'm thinking more about the nature of colonies on gas giants and agrav cities. You don't think these are huge centralized habitats, so are they little floating neighborhoods like in Bioshock Infinite? Or are the people scattered around like floating houses from the movie "Up" lol. All of them would require some sort of atmosphere sealing, right? If people in Terran planets can be gathered together to form domed cities, why isn't the same possible for gas giants? It should be feasible at least bring enough people together to form the equivalent of a spaceship, at least.
They would probably be spread out into "towns" of floating habitats that are relatively close to each other, but not a single giant mass.
-Is there any lore in vanilla starsector regarding what gas giant colonies are like?
-Or are there colony lights visible on the dark side of the planet that can be used to infer what the population density is like?
Hey mate, awesome mod. Just came by to tell you a bug report:
Installing an AI Core to the Kletka Simulator crashes the game sadly. Crash popup:
Fatal: com.fs.starfarer.api.ui.TooltipMakerAPI.addImageWithText(F)V Ceck starsector.log for more info.
Logfile related part:
351811 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: com.fs.starfarer.api.ui.TooltipMakerAPI.addImageWithText(F)V
java.lang.NoSuchMethodError: com.fs.starfarer.api.ui.TooltipMakerAPI.addImageWithText(F)V
at data.campaign.econ.industries.Boggled_Kletka_Simulator.addGammaCoreDescription(Boggled_Kletka_Simulator.java:221)
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.addAICoreSection(BaseIndustry.java:1387)
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.addInstalledItemsSect ion(BaseIndustry.java:1301)
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.createTooltip(BaseIndustry.java:1269)
at com.fs.starfarer.campaign.ui.marketinfo.r$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.R.showTooltip(Unknown Source)
at com.fs.starfarer.ui.Stringsuper.super.new(Unknown Source)
at com.fs.starfarer.ui.Stringsuper.processInput(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.IndustryListPanel.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.L.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.W.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.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.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
351913 [Thread-9] INFO sound.O - Creating streaming player for music with id [faction_generic_market_01_neutral_var01.ogg]
351914 [Thread-9] INFO sound.OooO - Playing music with id [faction_generic_market_01_neutral_var01.ogg]
Thank you for your work mate. Don't play Starsector without your mod.
Using the RC9Spoiler{"enabledMods": [
"lw_autosave",
"CFT",
"chatter",
"lw_radar",
"lw_console",
"edshipyard",
"sun_hyperdrive",
"JYD",
"lw_lazylib",
"ArkLeg",
"lockedAndLoaded",
"lunalib",
"MagicLib",
"Mayasuran Navy",
"nexerelin",
"roider",
"spacetruckin",
"speedUp",
"sun_starship_legends",
"stelnet",
"Terraforming & Station Construction",
"transfer_all_items",
"TTSC",
"underworld",
"variants_lib",
"XhanEmpire",
"audio_plus",
"prv",
"shaderLib"
]}[close]
Mods are most current versions.
I'll do a few test with disabled mods.
Tested with only Lazylib Console Commands and Terraforming mod. Still crashing.Spoiler756040 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: com.fs.starfarer.api.ui.TooltipMakerAPI.addImageWithText(F)V
java.lang.NoSuchMethodError: com.fs.starfarer.api.ui.TooltipMakerAPI.addImageWithText(F)V
at data.campaign.econ.industries.Boggled_Harmonic_Damper.addGammaCoreDescription(Boggled_Harmonic_Damper.java:253)
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.addAICoreSection(BaseIndustry.java:1387)
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.addInstalledItemsSect ion(BaseIndustry.java:1301)
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.createTooltip(BaseIndustry.java:1269)
at com.fs.starfarer.campaign.ui.marketinfo.ooo0$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.R.showTooltip(Unknown Source)
at com.fs.starfarer.ui.V.oÒ0000(Unknown Source)
at com.fs.starfarer.ui.V.processInput(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.IndustryListPanel.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.o0OO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.L.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.o0Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
{"enabledMods": [
"lw_console",
"lw_lazylib",
"Terraforming & Station Construction"
]}[close]
Thank you for taking the time to test that!
This was very helpful - the crash only occurs if one is using a version of TASC compiled using the old vanilla starsector files. It works fine if TASC is recompiled after installing the new version of vanilla starsector.
For everyone's convenience, I have linked below my latest development version of TASC. This fixes the crash mentioned above by Blackclaw and others, and I've pasted the other WIP patchnotes as well.
https://github.com/boggled-starsector/boggled_modpack/blob/master/dev/Terraforming%20and%20Station%20Construction.zip
- Updated CHAMELEON building for 0.96a. The alpha core bonus now reduces Pather interest on the colony to zero, instead of simply subtracting 1000. Please post in this thread if you encounter a situation where the Pather interest on a colony is a value other than zero while an alpha core is installed.
- The bug where farming/aquaculture could be the wrong version after terraforming is resolved. Thanks Alex for the API change!
- Fixed a bug where the planet-killer device could show up as an option from the historian. Thanks Vendral for reporting this!
- The planet-killer device nows adds the irradiated condition to the targeted planet.
-Is there any lore in vanilla starsector regarding what gas giant colonies are like?
-Or are there colony lights visible on the dark side of the planet that can be used to infer what the population density is like?
1.- Not that i know of, in fact, i don't think there are any gas giants colonies at the start of the game so that we could at the very least take a hint of what those descriptions have to say. EDIT: MODS DON'T COUNT
2.- There are no visible lights in gas giants like you see in the "night time" of other habitated planet types.
I would either ask the devs somehow or look at how other similar games handle Gas giants... IF they handle their habitation at all, because as far as i remember on any other game i've played, it is left to the imagination. Pretty much the only instance i can remember of gas giant habitation is in the older Star Wars movies and even then it's not super clear.
Since post-colapse tech is unsophisticated i would bet gas giant habitation in star sector is pretty messy and convoluted.
They would probably be spread out into "towns" of floating habitats that are relatively close to each other, but not a single giant mass.
Yeah that's also what I thought when I mentioned Bioshock Infinite. If the ships weren't mentioned I would headcanon it away by saying that the generators need solid ground to transfer the force. If the agrav generators are originally from ships, couldn't they have habitats of roughly the same size as the ships, and use it in the same way? Unless it messes with the floatation in some way lol.
Hmm, it seems there isn't much to go on from vanilla, and I want to base TASC on starsector lore, not Star Wars or other fictional settings.I feel like gas giant colonies would likely be aerostat habitats-turned-cities, myself.
I don't have an art asset for Domed Cities that depicts a gas giant, so I should probably leave it as being unbuildable there.
Regarding the agrav generators, I agree that it makes sense they could just use them similarly to ships on gas giant colonies. I'll make it so they can be built without Domed Cities on gas giants.
Regarding the agrav generators, I agree that it makes sense they could just use them similarly to ships on gas giant colonies. I'll make it so they can be built without Domed Cities on gas giants.
So I have been playing with this for a few days now and I really really like it. I think it adds a new dimension to colony building and finished up what is kinda of a lack-luster system in vanilla. Personally I feel like its quite balanced as well, I think the costs are pretty good for what you get from paying for them. I did have a couple of ideas though:1-No, he will not have shields counter the defense penalty. That has already been established. MAYBE you could convince him to have domes be possible to build on meteor impact worlds if shields are up, though with some extra penalties to stability or somethig, if you think the shields need a buff and can get enough people to agree, but that is a whole different story.
- A couple of people said they disliked the massive reduction to ground defenses that having domed cites brings. To me its feels right, but as a compromise would you consider having the planetary shield building mostly (or completely) negate the defense malaise? Personally I think having to go through a quest and building a new structure with upkeep is a good offset cost, and it makes sense from a realism perspective as well as.
- Would you consider adding the "no atmosphere" modifier to orbital habitats? It would be handy for the Catalytic Core/Synchrotron Core items, it would allow creation of one stop ore mining/refining or volatiles/fuel refining station, and it does makes sense considering its in space. You could add in a copy/paste of domed cites structure that cant be removed and is created when the station is to cancel it out and bring the habitability back to 100%, and again I feel like that makes sense from a realism perspective since a space station would be quite vulnerable to being bombarded or invaded.
- Would you consider adding some sort of underground cities to counter extreme heat/cold? The cities on Sindira are underground so its possible in universe. Instead of adding a malaise to defenses you could add one to accessibility instead, maybe like -5% per colony level to represent the increasing difficulty of getting all of the orbital traffic in and out in a limited window of safe time.
Ok, now THAT is quite the buff to gas giants.-Is there any lore in vanilla starsector regarding what gas giant colonies are like?
-Or are there colony lights visible on the dark side of the planet that can be used to infer what the population density is like?
1.- Not that i know of, in fact, i don't think there are any gas giants colonies at the start of the game so that we could at the very least take a hint of what those descriptions have to say. EDIT: MODS DON'T COUNT
2.- There are no visible lights in gas giants like you see in the "night time" of other habitated planet types.
I would either ask the devs somehow or look at how other similar games handle Gas giants... IF they handle their habitation at all, because as far as i remember on any other game i've played, it is left to the imagination. Pretty much the only instance i can remember of gas giant habitation is in the older Star Wars movies and even then it's not super clear.
Since post-colapse tech is unsophisticated i would bet gas giant habitation in star sector is pretty messy and convoluted.
They would probably be spread out into "towns" of floating habitats that are relatively close to each other, but not a single giant mass.
Yeah that's also what I thought when I mentioned Bioshock Infinite. If the ships weren't mentioned I would headcanon it away by saying that the generators need solid ground to transfer the force. If the agrav generators are originally from ships, couldn't they have habitats of roughly the same size as the ships, and use it in the same way? Unless it messes with the floatation in some way lol.
Hmm, it seems there isn't much to go on from vanilla, and I want to base TASC on starsector lore, not Star Wars or other fictional settings.
I don't have an art asset for Domed Cities that depicts a gas giant, so I should probably leave it as being unbuildable there.
Regarding the agrav generators, I agree that it makes sense they could just use them similarly to ships on gas giant colonies. I'll make it so they can be built without Domed Cities on gas giants.
Ok, now THAT is quite the buff to gas giants.
I don't have an art asset for Domed Cities that depicts a gas giant, so I should probably leave it as being unbuildable there.
So I have been playing with this for a few days now and I really really like it. I think it adds a new dimension to colony building and finished up what is kinda of a lack-luster system in vanilla. Personally I feel like its quite balanced as well, I think the costs are pretty good for what you get from paying for them. I did have a couple of ideas though:1-No, he will not have shields counter the defense penalty. That has already been established. MAYBE you could convince him to have domes be possible to build on meteor impact worlds if shields are up, though with some extra penalties to stability or somethig, if you think the shields need a buff and can get enough people to agree, but that is a whole different story.
- A couple of people said they disliked the massive reduction to ground defenses that having domed cites brings. To me its feels right, but as a compromise would you consider having the planetary shield building mostly (or completely) negate the defense malaise? Personally I think having to go through a quest and building a new structure with upkeep is a good offset cost, and it makes sense from a realism perspective as well as.
- Would you consider adding the "no atmosphere" modifier to orbital habitats? It would be handy for the Catalytic Core/Synchrotron Core items, it would allow creation of one stop ore mining/refining or volatiles/fuel refining station, and it does makes sense considering its in space. You could add in a copy/paste of domed cites structure that cant be removed and is created when the station is to cancel it out and bring the habitability back to 100%, and again I feel like that makes sense from a realism perspective since a space station would be quite vulnerable to being bombarded or invaded.
- Would you consider adding some sort of underground cities to counter extreme heat/cold? The cities on Sindira are underground so its possible in universe. Instead of adding a malaise to defenses you could add one to accessibility instead, maybe like -5% per colony level to represent the increasing difficulty of getting all of the orbital traffic in and out in a limited window of safe time.
2-They can already use them.
3-Would need a FAR stronger penalty for that sort of buff, but I could see the concept working.
I don't have an art asset for Domed Cities that depicts a gas giant, so I should probably leave it as being unbuildable there.
https://qph.cf2.quoracdn.net/main-qimg-dae129ed4ebb4ffa94698276b4ef5755-c
https://preview.redd.it/2dxfamz6tez71.jpg?width=640&crop=smart&auto=webp&v=enabled&s=b0db2f7e0bad36550ce11a1308c62d43d4c6ae45
https://i.pinimg.com/564x/71/c1/ac/71c1acb923003427ba236c60db6aa131.jpg
Fix'd
keep in mind that "domed cities" would actually be the preferred building method for gas giants.
the more empty, normal pressure room you encapsulate in your colony design, the more buoyancy it will have, staying adrift at higher altitudes and even lower outside pressure values, reducing material costs, maintenance and fuel costs.
You need quite a lot of energy to keep small, dense structures at an altitude above the point of them being crushed to death by the atmosphere of a gas giant, so you can't just dump hab-modules with an airlock on a planets surface and be done with it. They'd get crushed like tin cans before they would reach an altitude where they could float.
Building city-sized blimps is meta here, and needed for proper colony planning on a gas giant.
I'm not sure any of that artwork fits for Domed Cities. They're not really domes - more like solid structures.
I think you're correct about the physics behind gas giant habitats. But the colony would already be built like that from the outset, right? What would change once Domed Cities was built? It's different on terrestrial worlds where the colony would originally be spread out and the buildings/cities look more traditional, as shown by the vanilla artwork.
I'm not sure any of that artwork fits for Domed Cities. They're not really domes - more like solid structures.
I think you're correct about the physics behind gas giant habitats. But the colony would already be built like that from the outset, right? What would change once Domed Cities was built? It's different on terrestrial worlds where the colony would originally be spread out and the buildings/cities look more traditional, as shown by the vanilla artwork.
just to have them be transparent
Try living without Sun mate.
I might have Extreme Weather to my +2 volatiles gas giant for nothing lol.
I built it on the siphoning station, I don't think it can even be built on gas giants. They're both colonized. Anyways, a little bit of heads up in the tooltip would have been great, since it adds an irreversible change. On the other hand, making it like Stellar Reflector Array giving +2 extra volatiles would be great too, since gas giants are rarer compared to other planets especially now that we can spam astropolisesI might have Extreme Weather to my +2 volatiles gas giant for nothing lol.
That's precisely what you got.
and atmospheric procesors can't be build on gas giants, either ;)
basically, the ouyang optimizer is a one time use terraformer, improving a gas giants ressource yield greatly, if it was 0 or -1, or improving it slightly if it was +1 already. and in turn, it forces extreme weather, driving up the hazzard rating. Ofc, it can still be worh to do, if you resort to a siphoning station, cause you don't care about the weather on that.
I built it on the siphoning station, I don't think it can even be built on gas giants. They're both colonized. Anyways, a little bit of heads up in the tooltip would have been great, since it adds an irreversible change. On the other hand, making it like Stellar Reflector Array giving +2 extra volatiles would be great too, since gas giants are rarer compared to other planets especially now that we can spam astropolisesI might have Extreme Weather to my +2 volatiles gas giant for nothing lol.
That's precisely what you got.
and atmospheric procesors can't be build on gas giants, either ;)
basically, the ouyang optimizer is a one time use terraformer, improving a gas giants ressource yield greatly, if it was 0 or -1, or improving it slightly if it was +1 already. and in turn, it forces extreme weather, driving up the hazzard rating. Ofc, it can still be worh to do, if you resort to a siphoning station, cause you don't care about the weather on that.
It's clear that the weather change is permanent, I just didn't know that it wouldn't do anything to boost my gas giant and station both of which were at +2 volatiles already. That lack of incentive to build the thing when already at max volatiles is what I was talking about when I mentioned the tooltip.I built it on the siphoning station, I don't think it can even be built on gas giants. They're both colonized. Anyways, a little bit of heads up in the tooltip would have been great, since it adds an irreversible change. On the other hand, making it like Stellar Reflector Array giving +2 extra volatiles would be great too, since gas giants are rarer compared to other planets especially now that we can spam astropolisesI might have Extreme Weather to my +2 volatiles gas giant for nothing lol.
That's precisely what you got.
and atmospheric procesors can't be build on gas giants, either ;)
basically, the ouyang optimizer is a one time use terraformer, improving a gas giants ressource yield greatly, if it was 0 or -1, or improving it slightly if it was +1 already. and in turn, it forces extreme weather, driving up the hazzard rating. Ofc, it can still be worh to do, if you resort to a siphoning station, cause you don't care about the weather on that.
I'll adjust the description of the Ouyang optimizer to make it clear that it's a permanent change.
There is logic in the Ouyang optimizer that prevents it from doing anything if the gas giant already has maximum volatiles, so it shouldn't be possible to have a situation where it only makes the gas giant worse by adding extreme weather without improving volatiles.
missing TASC and IndEvo hard right now. Didn't realize how much of my game experience was connected to these 2 mods.
missing TASC and IndEvo hard right now. Didn't realize how much of my game experience was connected to these 2 mods.
TASC still works fine with boggled's most recent "unofficial" version he posted somewhere in the past couple pages. Haven't tried IndEvo.
missing TASC and IndEvo hard right now. Didn't realize how much of my game experience was connected to these 2 mods.
So... Know how some unique stations like Command And Control, Jangala Station, and Skathi's station become abandoned stations if their markets deciv?
How hard would it be to make a building that "decouples" them from their markets? Allowing you to colonize them?
Representing you reorganizing it into a separate colony.
Like, for skathi, the optimal play is to abandon it to then recolonize both, for double the volatiles.
Why not skip the abandoning and just grant the station independence from the Skathi charter?
This should of course cost a fortune for larger markets, but would scratch my completionist "Itch".
I love making systems as densely settled as possible.
Fair enough. It would be a bit broken.So... Know how some unique stations like Command And Control, Jangala Station, and Skathi's station become abandoned stations if their markets deciv?
How hard would it be to make a building that "decouples" them from their markets? Allowing you to colonize them?
Representing you reorganizing it into a separate colony.
Like, for skathi, the optimal play is to abandon it to then recolonize both, for double the volatiles.
Why not skip the abandoning and just grant the station independence from the Skathi charter?
This should of course cost a fortune for larger markets, but would scratch my completionist "Itch".
I love making systems as densely settled as possible.
I'm not going to change the vanilla/Nex behavior regarding what happens when these markets are decivilized. I think the current vanilla behavior is probably not intended and might be changed at a later time.
Would it be an option to have some kind of Colony threat dissipation? Like some kind of colony option that can slow, stop or maybe even reduce the colony threat indicator somehow? Not sure how to make sense of it from a lore perspective (Local peace corps maybe). Just personally hate that mechanic and inevitably you´re just playing a losing game by having colonies that slowly descend no matter what you do. (To be fair I reacted quite quickly with a big fat NO, so didn´t really explore the progression of the threat system).
I did find a solution somewhere here in the forums, I think it was Alex who posted it. You can reset the colony threat progress with
runcode com.fs.starfarer.api.impl.campaign.intel.events.HostileActivityEventIntel.get().setProgress(0)
I forgot, is this the mod that adds the "Repair Dock" to some planets?
I forgot, is this the mod that adds the "Repair Dock" to some planets?
No. (https://fractalsoftworks.com/forum/index.php?topic=18011.0)
I forgot, is this the mod that adds the "Repair Dock" to some planets?
No. (https://fractalsoftworks.com/forum/index.php?topic=18011.0)
Thanks. I'm thinking it's probably Industrial Evolution.
I forgot, is this the mod that adds the "Repair Dock" to some planets?
No. (https://fractalsoftworks.com/forum/index.php?topic=18011.0)
Thanks. I'm thinking it's probably Industrial Evolution.
I literally just linked it to you...
I want to terraform a barren world, but turns out i have no water in the sector.Build asteroid mining station first and then asteroid mining, it will give water afaik.
Is it possible to add a modifier on a planet with console commands so the requirement to have water for terraforming (Colony has a moderate amount of water present) is green?
Or turn another planet into a ice world and then have the ice slinging thingy.
I tried adding condition - Water or Terran but the text is still orange
I want to terraform a barren world, but turns out i have no water in the sector.Build asteroid mining station first and then asteroid mining, it will give water afaik.
Is it possible to add a modifier on a planet with console commands so the requirement to have water for terraforming (Colony has a moderate amount of water present) is green?
Or turn another planet into a ice world and then have the ice slinging thingy.
I tried adding condition - Water or Terran but the text is still orange
Hey so when I build the Hypershunt does the colony still need to be there? I.e is the hypershunt tied to the colony like an orbital station or does it stay around the sun like regular hypershunts?
I wanna build one in Al Gebbar where the Luddic Path have Epiphany, to really rub it in their face lol. But keeping a colony there could be problematic even though I have positive relations with them
I want to terraform a barren world, but turns out i have no water in the sector.Build asteroid mining station first and then asteroid mining, it will give water afaik.
Is it possible to add a modifier on a planet with console commands so the requirement to have water for terraforming (Colony has a moderate amount of water present) is green?
Or turn another planet into a ice world and then have the ice slinging thingy.
I tried adding condition - Water or Terran but the text is still orange
This.
It gives enough water to turn that barren world straight into a waterworld.
Wait, Rocky Ice doesn't fulfill the ice requirements? I've not played in a while but shouldn't those also count like Frozen planets? Rocky Ice still has Ice right?I want to terraform a barren world, but turns out i have no water in the sector.Build asteroid mining station first and then asteroid mining, it will give water afaik.
Is it possible to add a modifier on a planet with console commands so the requirement to have water for terraforming (Colony has a moderate amount of water present) is green?
Or turn another planet into a ice world and then have the ice slinging thingy.
I tried adding condition - Water or Terran but the text is still orange
This.
It gives enough water to turn that barren world straight into a waterworld.
No asteroids in the system, just 5 planets.
When i settled i thought the Rocky ice world was gonna have water, but no dice
(https://i.imgur.com/OqNM98c.png)
But i can guess i can rift a water world in the there and just terraform that way
Wait, Rocky Ice doesn't fulfill the ice requirements? I've not played in a while but shouldn't those also count like Frozen planets? Rocky Ice still has Ice right?I want to terraform a barren world, but turns out i have no water in the sector.Build asteroid mining station first and then asteroid mining, it will give water afaik.
Is it possible to add a modifier on a planet with console commands so the requirement to have water for terraforming (Colony has a moderate amount of water present) is green?
Or turn another planet into a ice world and then have the ice slinging thingy.
I tried adding condition - Water or Terran but the text is still orange
This.
It gives enough water to turn that barren world straight into a waterworld.
No asteroids in the system, just 5 planets.
When i settled i thought the Rocky ice world was gonna have water, but no dice
(https://i.imgur.com/OqNM98c.png)
But i can guess i can rift a water world in the there and just terraform that way
Wait, Rocky Ice doesn't fulfill the ice requirements? I've not played in a while but shouldn't those also count like Frozen planets? Rocky Ice still has Ice right?I want to terraform a barren world, but turns out i have no water in the sector.Build asteroid mining station first and then asteroid mining, it will give water afaik.
Is it possible to add a modifier on a planet with console commands so the requirement to have water for terraforming (Colony has a moderate amount of water present) is green?
Or turn another planet into a ice world and then have the ice slinging thingy.
I tried adding condition - Water or Terran but the text is still orange
This.
It gives enough water to turn that barren world straight into a waterworld.
No asteroids in the system, just 5 planets.
When i settled i thought the Rocky ice world was gonna have water, but no dice
https://i.imgur.com/OqNM98c.png
But i can guess i can rift a water world in the there and just terraform that way
Would make sense, wouldnt it. But no, you cant build the ice slingy thingy, kind of ruined all my plans, coz food+organics is the only thing really missing here
Nope, you load ice coated with heat-resistant materials into a railgun, then shoot it into space.Wait, Rocky Ice doesn't fulfill the ice requirements? I've not played in a while but shouldn't those also count like Frozen planets? Rocky Ice still has Ice right?I want to terraform a barren world, but turns out i have no water in the sector.Build asteroid mining station first and then asteroid mining, it will give water afaik.
Is it possible to add a modifier on a planet with console commands so the requirement to have water for terraforming (Colony has a moderate amount of water present) is green?
Or turn another planet into a ice world and then have the ice slinging thingy.
I tried adding condition - Water or Terran but the text is still orange
This.
It gives enough water to turn that barren world straight into a waterworld.
No asteroids in the system, just 5 planets.
When i settled i thought the Rocky ice world was gonna have water, but no dice
https://i.imgur.com/OqNM98c.png
But i can guess i can rift a water world in the there and just terraform that way
Would make sense, wouldnt it. But no, you cant build the ice slingy thingy, kind of ruined all my plans, coz food+organics is the only thing really missing here
Risking being corrected by Boggled here, i think the logic is that: The Sling is used to shoot out WATER into space, not ICE and rocky ice planets are either snowy or icy worlds, they are basically barren worlds that have a permanent snowstorm. In contrast, Frozen, Cryov and water worlds are described to have water in them, either by erupting water, being 100% water or having hidden oceans.
So no, it makes no sense that Rocky Ice worlds should be eligible for the sling, it's a fault of the name being too similar but just because it says "ICE" in the title doesn't instantly mean it can be launched by the sling, the sling doesn't launch ice it launches water, remember.
Nope, you load ice coated with heat-resistant materials into a railgun, then shoot it into space.Wait, Rocky Ice doesn't fulfill the ice requirements? I've not played in a while but shouldn't those also count like Frozen planets? Rocky Ice still has Ice right?I want to terraform a barren world, but turns out i have no water in the sector.Build asteroid mining station first and then asteroid mining, it will give water afaik.
Is it possible to add a modifier on a planet with console commands so the requirement to have water for terraforming (Colony has a moderate amount of water present) is green?
Or turn another planet into a ice world and then have the ice slinging thingy.
I tried adding condition - Water or Terran but the text is still orange
This.
It gives enough water to turn that barren world straight into a waterworld.
No asteroids in the system, just 5 planets.
When i settled i thought the Rocky ice world was gonna have water, but no dice
https://i.imgur.com/OqNM98c.png
But i can guess i can rift a water world in the there and just terraform that way
Would make sense, wouldnt it. But no, you cant build the ice slingy thingy, kind of ruined all my plans, coz food+organics is the only thing really missing here
Risking being corrected by Boggled here, i think the logic is that: The Sling is used to shoot out WATER into space, not ICE and rocky ice planets are either snowy or icy worlds, they are basically barren worlds that have a permanent snowstorm. In contrast, Frozen, Cryov and water worlds are described to have water in them, either by erupting water, being 100% water or having hidden oceans.
So no, it makes no sense that Rocky Ice worlds should be eligible for the sling, it's a fault of the name being too similar but just because it says "ICE" in the title doesn't instantly mean it can be launched by the sling, the sling doesn't launch ice it launches water, remember.
THEN you melt it in situ.
Then probably mixing it up with something else, sorry.Nope, you load ice coated with heat-resistant materials into a railgun, then shoot it into space.Wait, Rocky Ice doesn't fulfill the ice requirements? I've not played in a while but shouldn't those also count like Frozen planets? Rocky Ice still has Ice right?I want to terraform a barren world, but turns out i have no water in the sector.Build asteroid mining station first and then asteroid mining, it will give water afaik.
Is it possible to add a modifier on a planet with console commands so the requirement to have water for terraforming (Colony has a moderate amount of water present) is green?
Or turn another planet into a ice world and then have the ice slinging thingy.
I tried adding condition - Water or Terran but the text is still orange
This.
It gives enough water to turn that barren world straight into a waterworld.
No asteroids in the system, just 5 planets.
When i settled i thought the Rocky ice world was gonna have water, but no dice
https://i.imgur.com/OqNM98c.png
But i can guess i can rift a water world in the there and just terraform that way
Would make sense, wouldnt it. But no, you cant build the ice slingy thingy, kind of ruined all my plans, coz food+organics is the only thing really missing here
Risking being corrected by Boggled here, i think the logic is that: The Sling is used to shoot out WATER into space, not ICE and rocky ice planets are either snowy or icy worlds, they are basically barren worlds that have a permanent snowstorm. In contrast, Frozen, Cryov and water worlds are described to have water in them, either by erupting water, being 100% water or having hidden oceans.
So no, it makes no sense that Rocky Ice worlds should be eligible for the sling, it's a fault of the name being too similar but just because it says "ICE" in the title doesn't instantly mean it can be launched by the sling, the sling doesn't launch ice it launches water, remember.
THEN you melt it in situ.
Not sure were you're getting your info from as neither the Sling in the mod or Ismara itself in vanilla make reference to ever launching ice. Ismara estates it launches "water filled projectiles" and the sling in the mod follows this logic accordingly.
thanks for the update, couldn't bear playing a faction without the stations and terraforming options
Then probably mixing it up with something else, sorry.Nope, you load ice coated with heat-resistant materials into a railgun, then shoot it into space.Wait, Rocky Ice doesn't fulfill the ice requirements? I've not played in a while but shouldn't those also count like Frozen planets? Rocky Ice still has Ice right?I want to terraform a barren world, but turns out i have no water in the sector.Build asteroid mining station first and then asteroid mining, it will give water afaik.
Is it possible to add a modifier on a planet with console commands so the requirement to have water for terraforming (Colony has a moderate amount of water present) is green?
Or turn another planet into a ice world and then have the ice slinging thingy.
I tried adding condition - Water or Terran but the text is still orange
This.
It gives enough water to turn that barren world straight into a waterworld.
No asteroids in the system, just 5 planets.
When i settled i thought the Rocky ice world was gonna have water, but no dice
https://i.imgur.com/OqNM98c.png
But i can guess i can rift a water world in the there and just terraform that way
Would make sense, wouldnt it. But no, you cant build the ice slingy thingy, kind of ruined all my plans, coz food+organics is the only thing really missing here
Risking being corrected by Boggled here, i think the logic is that: The Sling is used to shoot out WATER into space, not ICE and rocky ice planets are either snowy or icy worlds, they are basically barren worlds that have a permanent snowstorm. In contrast, Frozen, Cryov and water worlds are described to have water in them, either by erupting water, being 100% water or having hidden oceans.
So no, it makes no sense that Rocky Ice worlds should be eligible for the sling, it's a fault of the name being too similar but just because it says "ICE" in the title doesn't instantly mean it can be launched by the sling, the sling doesn't launch ice it launches water, remember.
THEN you melt it in situ.
Not sure were you're getting your info from as neither the Sling in the mod or Ismara itself in vanilla make reference to ever launching ice. Ismara estates it launches "water filled projectiles" and the sling in the mod follows this logic accordingly.
Hello.
Many thanks for updating the modification, special thanks for the ability to fine-tune through Lunalib, it's just incomparable.
Any plans to make terraforming "remote"? Sometimes it happens that you don%u2019t get to your colonies to turn on one or another terraforming mode.
building AI Battlestation crashes the gameSpoiler1095311 [Thread-3] ERROR lunalib.lunaSettings.LunaSettings - LunaSettings: Value tier3StationOfficerLevel of type Int not found in JSONObject (ModID: Terraforming & Station Construction)
1097206 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.campaign.econ.boggledTools.getIntSetting(boggledTools.java:3452)
at data.campaign.econ.industries.Boggled_Remnant_Station.getHumanCommanderLevel(Boggled_Remnant_Station.java:601)
at com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation.matchCommanderToAIC ore(OrbitalStation.java:550)
at data.campaign.econ.industries.Boggled_Remnant_Station.unapply(Boggled_Remnant_Station.java:428)
at com.fs.starfarer.campaign.econ.Market.reapplyIndustries(Unknown Source)
at com.fs.starfarer.campaign.CharacterStats.refreshAllOutpostsEffectsForPlayerOutp osts(Unknown Source)
at com.fs.starfarer.campaign.CharacterStats.refreshCharacterStatsEffects(Unknown Source)
at com.fs.starfarer.campaign.CharacterStats.refreshCharacterStatsEffects(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomy.nextStep(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.nextStep(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.nextStep(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.reportPlayerOpenedMarket(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.startEncounterInvolvingPlayerFleet(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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)[close]
I have enabled the harmonic damper in the setting file but still cannot find it to build on my colony. I have tried disabled both Better Colonies, Ind Evo and start a new game but still cannot find it. Are there anything else I can try to fix this ?is it the gravity thing ?
java.lang.NoSuchMethodError: com.fs.starfarer.api.ui.TooltipMakerAPI.addImageWithText(F)V
at indevo.industries.assembler.industry.VariableAssembler.addNonAICoreInstalledIte ms(VariableAssembler.java:411)
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.addInstalledItemsSect ion(BaseIndustry.java:1304)
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.createTooltip(BaseIndustry.java:1269)
at com.fs.starfarer.campaign.ui.marketinfo.intnew$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.thissuper.showTooltip(Unknown Source)
at com.fs.starfarer.ui.O0Oo.oÒ0000(Unknown Source)
at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.IndustryListPanel.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.voidnew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.o0OO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.L.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.classsuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
@boggled
thank you a lot for your mod and update(s)!
seems like Nex have a problem with the update url.
@boggled
thank you a lot for your mod and update(s)!
seems like Nex have a problem with the update url.
I'm having an issue with the update link as well. Crashed the game when checking version in Lunalib (only when clicking on this mod).Spoiler32433 [Thread-VC-3] WARN lunalib.backend.ui.versionchecker.VersionChecker - Failed to load master version file from URL "https://raw.githubusercontent.com/boggled-starsector/boggled_modpack/master/Terraforming%20and%20Station%20Construction/boggled_TSC.version"
32455 [Thread-VC-Main] INFO lunalib.backend.ui.versionchecker.VersionChecker - Checked game and 3 mods in 0.312 seconds
44738 [Thread-7] INFO sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO - Cleaning up music with id [miscallenous_main_menu.ogg]
44831 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.util.MissingFormatArgumentException: Format specifier '20a'
java.util.MissingFormatArgumentException: Format specifier '20a'
at java.util.Formatter.format(Unknown Source)
at java.util.Formatter.format(Unknown Source)
at java.lang.String.format(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source)
at lunalib.backend.ui.versionchecker.LunaVersionUIPanel.addRightPanel(LunaVersionUIPanel.kt:625)
at lunalib.backend.ui.versionchecker.LunaVersionUIPanel$createModsList$cardPanel$1$1.invoke(LunaVersionUIPanel.kt:365)
at lunalib.backend.ui.versionchecker.LunaVersionUIPanel$createModsList$cardPanel$1$1.invoke(LunaVersionUIPanel.kt:360)
at lunalib.backend.ui.components.base.LunaUIBaseElement.processInput(LunaUIBaseElement.kt:239)
at com.fs.starfarer.ui.newui.int.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.g.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.int.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.int.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
45181 [Thread-9] INFO sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO - Creating streaming player for music with id [miscallenous_main_menu.ogg]
45181 [Thread-9] INFO sound.H - Playing music with id [miscallenous_main_menu.ogg][close]
@boggled
thank you a lot for your mod and update(s)!
seems like Nex have a problem with the update url.
I have enabled the harmonic damper in the setting file but still cannot find it to build on my colony. I have tried disabled both Better Colonies, Ind Evo and start a new game but still cannot find it. Are there anything else I can try to fix this ?
can this mod be added mid campagin?
Solid changelog keep up the great work as always.
Thank you for a great mod. For me most mods come and go but this one always stays.
In my current game I have an archipelago planet which visually looks to contain mainly water. But when trying to improve farmland game says that there is not enough water.
Thank you for a great mod. For me most mods come and go but this one always stays.
In my current game I have an archipelago planet which visually looks to contain mainly water. But when trying to improve farmland game says that there is not enough water.
Thank you for a great mod. For me most mods come and go but this one always stays.
In my current game I have an archipelago planet which visually looks to contain mainly water. But when trying to improve farmland game says that there is not enough water.
"Archipelago" is not one of the vanilla planet types; if a mod has added new planet types, they won't have the right tags/flags.
So in my game I colonized an abanddoned station and not able to build the Commerce Industry on it. Fairly new to this mod so Idk if this an intentional bug or not.
https://imgur.com/a/GXYMRwx (https://imgur.com/a/GXYMRwx)
So this isn't backwards compatible with a 0.96a game that I started with your 0.95.1a and later the unofficial 0.96a release, right? I'll have to wait until a new campaign?
So this isn't backwards compatible with a 0.96a game that I started with your 0.95.1a and later the unofficial 0.96a release, right? I'll have to wait until a new campaign?
It might be backwards compatible but I didn't test it. If you try to upgrade without starting a new save, you do so at your own risk!
So this isn't backwards compatible with a 0.96a game that I started with your 0.95.1a and later the unofficial 0.96a release, right? I'll have to wait until a new campaign?
It might be backwards compatible but I didn't test it. If you try to upgrade without starting a new save, you do so at your own risk!
Its not, after upgrading whenever i open the industry menu on a station the game crashes, works fine on planets.
I dont mind it too much because the station was already fully upgraded, but its still something to look out for.
The exception on the log is:
[campaign_noncore_part1.ogg]
87797 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.industry.KaysaarCapital.isAvailableToBuild(KaysaarCapital.java:43)
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.n.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.W.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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I dont really know how to read these things properly so im not sure what the issue is.
Hi do you use .95 ver ? If yes then i am sorry but this mod is broken at .95 and due to the split i am not able to repair it , but if you have .96 i recommend to see Ashes thread as mod has been splited onto 3 modules where this bug has been fixedSo this isn't backwards compatible with a 0.96a game that I started with your 0.95.1a and later the unofficial 0.96a release, right? I'll have to wait until a new campaign?
It might be backwards compatible but I didn't test it. If you try to upgrade without starting a new save, you do so at your own risk!
Its not, after upgrading whenever i open the industry menu on a station the game crashes, works fine on planets.
I dont mind it too much because the station was already fully upgraded, but its still something to look out for.
The exception on the log is:
[campaign_noncore_part1.ogg]
87797 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.industry.KaysaarCapital.isAvailableToBuild(KaysaarCapital.java:43)
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.n.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.W.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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I dont really know how to read these things properly so im not sure what the issue is.
So, I know that you blocked terraforming for extreme cold and extreme heat to prevent exploiting it and due to lore, but could we have the option of terraforming worlds into *uninhabitable* versions of the world types from before?
Kinda like cerberus from luddic enhancement is an extreme cold tundra without habitable?
I see. Thanks for the swift answer.So, I know that you blocked terraforming for extreme cold and extreme heat to prevent exploiting it and due to lore, but could we have the option of terraforming worlds into *uninhabitable* versions of the world types from before?
Kinda like cerberus from luddic enhancement is an extreme cold tundra without habitable?
As far as I know, in vanilla the "habitable" planet types cannot be generated with extreme heat or extreme cold, regardless of whether they have the habitable condition or not. I think I'll defer to vanilla and leave terraforming to the habitable planet types blocked on planets with extreme heat and extreme cold.
So this isn't backwards compatible with a 0.96a game that I started with your 0.95.1a and later the unofficial 0.96a release, right? I'll have to wait until a new campaign?
It might be backwards compatible but I didn't test it. If you try to upgrade without starting a new save, you do so at your own risk!
Alright thanks!
Its not, after upgrading whenever i open the industry menu on a station the game crashes, works fine on planets.
I dont mind it too much because the station was already fully upgraded, but its still something to look out for.
The exception on the log is:
[campaign_noncore_part1.ogg]
87797 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.industry.KaysaarCapital.isAvailableToBuild(KaysaarCapital.java:43)
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.n.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.W.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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I dont really know how to read these things properly so im not sure what the issue is.
This exception is not caused by TASC. It's caused by the KaysaarCapital class. Kaysaar is the author of the Ashes of the Domain mod - please bring this to their attention.
- The non-default building Planetary Agrav Field can now be constructed on gas giants even if Domed Cities is not built on that colony.
211824 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: com.fs.starfarer.api.ui.TooltipMakerAPI.addImageWithText(F)VThis is IndEvo crash not TASC
java.lang.NoSuchMethodError: com.fs.starfarer.api.ui.TooltipMakerAPI.addImageWithText(F)V
at indevo.industries.RestorationDocks.addGammaCoreDescription(RestorationDocks.java:542)
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.addAICoreSection(BaseIndustry.java:1387)
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.addInstalledItemsSect ion(BaseIndustry.java:1301)
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.createTooltip(BaseIndustry.java:1269)
at com.fs.starfarer.campaign.ui.marketinfo.intnew$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.thissuper.showTooltip(Unknown Source)
at com.fs.starfarer.ui.O0Oo.oÒ0000(Unknown Source)
at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.IndustryListPanel.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.voidnew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.o0OO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.L.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.classsuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
211860 [Thread-9] INFO sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO - Creating streaming player for music with id [station_friendly.ogg]
211860 [Thread-9] INFO sound.H - Playing music with id [station_friendly.ogg]
Also not working for me.- The non-default building Planetary Agrav Field can now be constructed on gas giants even if Domed Cities is not built on that colony.
Hey, I'm a first time user of this mod, on the latest version, with a possible bug report. I built the Planetary Agrav Field on a gas giant without Domed Cities (can't even build Domed Cities on it) but my accessibility and hazard rating tooltips still show the high gravity maluses. Is there a bug where Agrav can be built, but doesn't actually work? Or does the mod just not affect the UI the way I'm expecting, and it really is working under the hood? The structure has been built for a few months now so I figure it's not a timing thing.
Is there a way I can change the sprites so the stations look bigger? I don't like how small the mining stations look
Also not working for me.- The non-default building Planetary Agrav Field can now be constructed on gas giants even if Domed Cities is not built on that colony.
Hey, I'm a first time user of this mod, on the latest version, with a possible bug report. I built the Planetary Agrav Field on a gas giant without Domed Cities (can't even build Domed Cities on it) but my accessibility and hazard rating tooltips still show the high gravity maluses. Is there a bug where Agrav can be built, but doesn't actually work? Or does the mod just not affect the UI the way I'm expecting, and it really is working under the hood? The structure has been built for a few months now so I figure it's not a timing thing.
I might have goofed something up, but when I go into terraforming options for a given planet, why does it say $market instead of the planet's name?
Hopefully you'll catch this before you upload that hotfix, assuming you get around to it today.
The Volantian Reclamation Initiative mod adds the "terran_adapted" planet type. It's used only once for a specific planet as far as I know, and it's a fairly ideal planet all things considered, but you may still be interested in adding support for that for the sake of being thorough. Plus that would allow the radiation removal terraforming project to be used on it (magnetoshield works but both options are there for a reason right?).
If it's the world I am thinking of, Terran. It even has mild climate, though it is hot and irradiated.
I would check the mod itself, though! My memory is not the best, and a "goto" command is fast to use.If it's the world I am thinking of, Terran. It even has mild climate, though it is hot and irradiated.
OK, I'll categorize it as a Terran world. Thanks!
Hopefully you'll catch this before you upload that hotfix, assuming you get around to it today.
The Volantian Reclamation Initiative mod adds the "terran_adapted" planet type. It's used only once for a specific planet as far as I know, and it's a fairly ideal planet all things considered, but you may still be interested in adding support for that for the sake of being thorough. Plus that would allow the radiation removal terraforming project to be used on it (magnetoshield works but both options are there for a reason right?).
Hey, I can add support for that planet. What type should it be categorized as in your opinion? Does it appear Terran or is it barren?
Okay, why does the Cryosanctum produce Harvested Organs? Is the colony owner just tricking people into going to sleep and then murdering them for their livers? :P
Okay, why does the Cryosanctum produce Harvested Organs? Is the colony owner just tricking people into going to sleep and then murdering them for their livers? :P
Seems like the terraforming options still don't display the colony name properly for any of the resource deposit improvement options or the last two atmospheric improvement options. Not a pressing issue since you already mentioned it's purely visual and you're working on a GUI for it anyway, just thought it was weird and kinda funny.
In different news, how is the new terraforming interface going?Seems like the terraforming options still don't display the colony name properly for any of the resource deposit improvement options or the last two atmospheric improvement options. Not a pressing issue since you already mentioned it's purely visual and you're working on a GUI for it anyway, just thought it was weird and kinda funny.
Heh, I'll do another patch for it. Thanks for letting me know!
In different news, how is the new terraforming interface going?Seems like the terraforming options still don't display the colony name properly for any of the resource deposit improvement options or the last two atmospheric improvement options. Not a pressing issue since you already mentioned it's purely visual and you're working on a GUI for it anyway, just thought it was weird and kinda funny.
Heh, I'll do another patch for it. Thanks for letting me know!
Oh, don't worry, I am not worried about the time. It was more a (failed) attempt at a friendly chat about how it is going. Was expecting less about how long it would take, and more how you *felt* doing so, if it was hard, if you were enjoying the new posssibilities.In different news, how is the new terraforming interface going?Seems like the terraforming options still don't display the colony name properly for any of the resource deposit improvement options or the last two atmospheric improvement options. Not a pressing issue since you already mentioned it's purely visual and you're working on a GUI for it anyway, just thought it was weird and kinda funny.
Heh, I'll do another patch for it. Thanks for letting me know!
I'm working on it now! Please be patient!
Oh, don't worry, I am not worried about the time. It was more a (failed) attempt at a friendly chat about how it is going. Was expecting less about how long it would take, and more how you *felt* doing so, if it was hard, if you were enjoying the new posssibilities.In different news, how is the new terraforming interface going?Seems like the terraforming options still don't display the colony name properly for any of the resource deposit improvement options or the last two atmospheric improvement options. Not a pressing issue since you already mentioned it's purely visual and you're working on a GUI for it anyway, just thought it was weird and kinda funny.
Heh, I'll do another patch for it. Thanks for letting me know!
I'm working on it now! Please be patient!
mod crashes when i continue or start a new game
168642 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: org.json.JSONException: JSONObject["is_hidden"] not found.
java.lang.RuntimeException: org.json.JSONException: JSONObject["is_hidden"] not found.
at data.plugins.AoDCoreModPlugin.onNewGameAfterEconomyLoad(AoDCoreModPlugin.java:109)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.O.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.OO0O.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.o0O0.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.classsuper.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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: org.json.JSONException: JSONObject["is_hidden"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getBoolean(JSONObject.java:422)
at data.scripts.research.ResearchHandler.initializeResearchList(ResearchHandler.java:355)
at data.plugins.AoDCoreModPlugin.onNewGameAfterEconomyLoad(AoDCoreModPlugin.java:107)
... 15 more
mod crashes when i continue or start a new gamePlease download latest ver because you use old ver which Boggled and I also stated that AoD needs to be latest ver to work with TASC
168642 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: org.json.JSONException: JSONObject["is_hidden"] not found.
java.lang.RuntimeException: org.json.JSONException: JSONObject["is_hidden"] not found.
at data.plugins.AoDCoreModPlugin.onNewGameAfterEconomyLoad(AoDCoreModPlugin.java:109)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.O.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.OO0O.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.o0O0.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.classsuper.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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: org.json.JSONException: JSONObject["is_hidden"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getBoolean(JSONObject.java:422)
at data.scripts.research.ResearchHandler.initializeResearchList(ResearchHandler.java:355)
at data.plugins.AoDCoreModPlugin.onNewGameAfterEconomyLoad(AoDCoreModPlugin.java:107)
... 15 more
Just curious, how much does this mod impact VRAM usage? I've been getting the "Low VRAM" warning since installing it, and I don't have any other mods. I haven't actually experienced any slowdowns or instability, but I've only got 2GB to work with on my old laptop, so I'd like to know how close I'm flying to the sun.
I'm not sure how to track VRAM usage directly on MacOS, but I tested by starting a new game with no mods, and got no warning. After re-enabling TASC, loaded the same savefile (still just sitting in Corvus) and got the warning. The only difference between the two scenarios was whether the mod was active.
Maybe the "Low VRAM" warning only shows up when you have at least one mod enabled?
Try loading the game with a "known good" mod like LazyLib or LunaLib and see if you still get the warning.
Try loading the game with a "known good" mod like LazyLib or LunaLib and see if you still get the warning.
Yep, got the warning, figures -- any mod at all triggers it, even ones like LazyLib. Well, this is good news in that I can use TASC no problem :) Thanks for your help!
I am using the station construction part of your mod and love how it fixes the one thing I hated so much about the colonization game: Gas giants being settled 'directly' in entirely abstracted floating colonies, instead of via bases like it's done for all of the pre-made core worlds. So first of all, thank you!Oh, that's just the basegame being dumb. Stations can't get shields, but since you never get one in vanilla, the tooltip misidentifies the planet type.
One thing I noticed during play yesterday was that I couldn't build a planetary shield on a siphoning station, because it 'cannot be built at a gas giant', and while I suppose this specific response from the game was simply due to the station automatically inheriting the gas giant attribute from its parent planet, I am also curious as to what your position on these shields is? Does their nature require widespread planetside installations, or could a single, very large starbase gain the same benefit a rocky planet would?
I have not tried building an astropolis around a regular world to see if the shield would be buildable in that case, because letting you know about this issue as soon as possible seemed more useful.
I am using the station construction part of your mod and love how it fixes the one thing I hated so much about the colonization game: Gas giants being settled 'directly' in entirely abstracted floating colonies, instead of via bases like it's done for all of the pre-made core worlds. So first of all, thank you!Oh, that's just the basegame being dumb. Stations can't get shields, but since you never get one in vanilla, the tooltip misidentifies the planet type.
One thing I noticed during play yesterday was that I couldn't build a planetary shield on a siphoning station, because it 'cannot be built at a gas giant', and while I suppose this specific response from the game was simply due to the station automatically inheriting the gas giant attribute from its parent planet, I am also curious as to what your position on these shields is? Does their nature require widespread planetside installations, or could a single, very large starbase gain the same benefit a rocky planet would?
I have not tried building an astropolis around a regular world to see if the shield would be buildable in that case, because letting you know about this issue as soon as possible seemed more useful.
this mod is great, thank you so much!
Just one question - is there a way to remove atmosphere from a planet? I see there are ways to make the atmosphere better (less toxic/dense/thin/extreme) but not to do away with it altogether.
Just one question - is there a way to remove atmosphere from a planet? I see there are ways to make the atmosphere better (less toxic/dense/thin/extreme) but not to do away with it altogether.
No, TASC does not allow the player to remove beneficial conditions from a planet.
Just one question - is there a way to remove atmosphere from a planet? I see there are ways to make the atmosphere better (less toxic/dense/thin/extreme) but not to do away with it altogether.
No, TASC does not allow the player to remove beneficial conditions from a planet.
I will expand and supplement the question a little, I will give an example - a volcanic planet is not very favorable for habitation, but is rich in minerals. There is a desire to build a smelting building in the same place where mining is done, but then the artifact for smelting will not work. Is it possible to remove the atmosphere from planets not intended for human habitation?
I am extremely thankful for the work you've done and continued to do in making this mod - but if I may offer a counterpoint to the lore issue?Its true for autonomous mantle bores that can't be put on habitable planets, but if you're thinking of "no atmosphere" bonuses you can just use the stations since they get it by default. Lore wise its dubious. We already have "Polluted" worlds as well as worlds that are destroyed completely. So it's not unthinkable to at least ruin a world to the point its no longer habitable, if it means it can be better at mining. Especially when we have the "technology" to make habitable planets elsewhere.
The Domain was home to profiteering megacorps, who would absolutely remove the atmosphere from a planet if it meant they can install an item that makes Number Go Up
now, it should be up to the player whether they choose to do something similar according to their own playstyle. Maybe the removal of beneficiary planetary conditions can result in another form of colony debuff, or a reputation loss with other factions that despise those sort of corporate tactics
but as I've said this is your work and I understand if have a specific vision for it, I'm continuing to use it regardless
Do multiple stations join each other in combat? If I make 3 astropolis above a planet, will they join each other in defending from raids etc? Maybe then I could ditch the orbital battlestation on the planet and have those 3 stations do the job?
Also, expanding stations after they reach size 6 isn't supposed to do anything, right?
I am extremely thankful for the work you've done and continued to do in making this mod - but if I may offer a counterpoint to the lore issue?Its true for autonomous mantle bores that can't be put on habitable planets, but if you're thinking of "no atmosphere" bonuses you can just use the stations since they get it by default. Lore wise its dubious. We already have "Polluted" worlds as well as worlds that are destroyed completely. So it's not unthinkable to at least ruin a world to the point its no longer habitable, if it means it can be better at mining. Especially when we have the "technology" to make habitable planets elsewhere.
The Domain was home to profiteering megacorps, who would absolutely remove the atmosphere from a planet if it meant they can install an item that makes Number Go Up
now, it should be up to the player whether they choose to do something similar according to their own playstyle. Maybe the removal of beneficiary planetary conditions can result in another form of colony debuff, or a reputation loss with other factions that despise those sort of corporate tactics
but as I've said this is your work and I understand if have a specific vision for it, I'm continuing to use it regardless
I just headcanon it away by thinking the captain found advanced technology researched by the AI while exploring the outer worlds. Or perhaps we are Omega??? ;)
No, there can only be one station in a given battle, even if the astropoli are very close together.
I think the lore issue is more like why go through the trouble of removing an atmosphere from a planet when planets with no atmosphere are so abundant? And why bother developing the technology to do that in the first place? What would the colonists on a planet with an atmosphere think about the governor ignoring planets with no atmosphere and removing the atmosphere from their home?
I think it's kind of "gamey" and immersion breaking to put that option there.
But one of the Astropolis WILL join the defend the planet if it lacks a station?
Its nice that you try to balance the mod but honestly once a planet has 100,000 income the game is already won. Anything after that is just inconsequential "big number go up hehe" fun. So at least making it a hidden option would be nice, for those of us who want to make the world our oyster.
Since the bore WAS useable on habitable worlds pre-collapse via a now lost console, it makes NO sense to have a way to make a world no longer habitable, and the option to remove the atmosphere is also nonsensical. Any company that needed a vaccuum environment for industry would have built a station, much like Eridani-Utopia built the Garnir Extraction Depot, Kapteyn Starworks, and (I think) Chupi Orco Syphon Station.Do multiple stations join each other in combat? If I make 3 astropolis above a planet, will they join each other in defending from raids etc? Maybe then I could ditch the orbital battlestation on the planet and have those 3 stations do the job?
Also, expanding stations after they reach size 6 isn't supposed to do anything, right?
No, there can only be one station in a given battle, even if the astropoli are very close together. However, the patrols from the market will attack nearby enemies just like with vanilla colonies that are close to each other.
No, vanilla imposes a market size cap of 6 so expanding the station beyond that will do nothing unless the player has a mod installed that removes the vanilla market size cap.I am extremely thankful for the work you've done and continued to do in making this mod - but if I may offer a counterpoint to the lore issue?Its true for autonomous mantle bores that can't be put on habitable planets, but if you're thinking of "no atmosphere" bonuses you can just use the stations since they get it by default. Lore wise its dubious. We already have "Polluted" worlds as well as worlds that are destroyed completely. So it's not unthinkable to at least ruin a world to the point its no longer habitable, if it means it can be better at mining. Especially when we have the "technology" to make habitable planets elsewhere.
The Domain was home to profiteering megacorps, who would absolutely remove the atmosphere from a planet if it meant they can install an item that makes Number Go Up
now, it should be up to the player whether they choose to do something similar according to their own playstyle. Maybe the removal of beneficiary planetary conditions can result in another form of colony debuff, or a reputation loss with other factions that despise those sort of corporate tactics
but as I've said this is your work and I understand if have a specific vision for it, I'm continuing to use it regardless
I just headcanon it away by thinking the captain found advanced technology researched by the AI while exploring the outer worlds. Or perhaps we are Omega??? ;)
I think the lore issue is more like why go through the trouble of removing an atmosphere from a planet when planets with no atmosphere are so abundant? And why bother developing the technology to do that in the first place? What would the colonists on a planet with an atmosphere think about the governor ignoring planets with no atmosphere and removing the atmosphere from their home?
I think it's kind of "gamey" and immersion breaking to put that option there.
I mean, he COULD add a way to make worlds uninhabitable, but why not go for another idea?No, there can only be one station in a given battle, even if the astropoli are very close together.
But one of the Astropolis WILL join the defend the planet if it lacks a station?I think the lore issue is more like why go through the trouble of removing an atmosphere from a planet when planets with no atmosphere are so abundant? And why bother developing the technology to do that in the first place? What would the colonists on a planet with an atmosphere think about the governor ignoring planets with no atmosphere and removing the atmosphere from their home?
I think it's kind of "gamey" and immersion breaking to put that option there.
I'm thinking more about the mining being blocked by "habitable" rather than refinery/heavy industry which can be put up on stations and still get the bonus from no atmosphere. One Luddic Church planet exists in the core world (desert-rocky iirc) which even has organics but isn't habitable. It would be nice to create a giga version of that world by cracking a planet and putting an Autonomous Mantle Bore in there. People have no issue living in horrible conditions if there's work, otherwise no one would leave picturesque rural villages to live in cities obscured with smog lol. Just look at the recent pics of New York lol.
Its nice that you try to balance the mod but honestly once a planet has 100,000 income the game is already won. Anything after that is just inconsequential "big number go up hehe" fun. So at least making it a hidden option would be nice, for those of us who want to make the world our oyster.
Is there a list what terraforming to a specific type will do to a planet?
Why not have the domain-tech crafting menu allow us to make the control override unit as a special colony item?
Yeah, makes sense. It was more of a joke than any actual suggestiom.Why not have the domain-tech crafting menu allow us to make the control override unit as a special colony item?
I'm definitely not going to implement this. It would be very inelegant and confusing how it works.
Hi, i just customized the settings dot json file in this mod and it is overridden by lunalib. The file says to change the settings using lunalib in game. I wanted to ask how to do that. Thanks. :)
So, I'm curious, does setting "boggledTerraformingContentEnabled = false" disable the ability to build things like stellar mirrors, or does it merely disable changing planet types?
I'm asking because I'd like to have all the ways to alter a planet's modifiers and traits, but I don't really want to change planet types, since that seems like a much bigger thing and waters down the fun of finding cool planets.
I know its a non-standard feature, but Cryosanctums should count as "industry"
Just updated and it crashed on me. Crashed once when I clicked on a station and the second time from when I just hit exit after starting some terraforming.bump,
196934 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at grandcolonies.memory.Page.display(Page.java:40)
at grandcolonies.memory.PageMemory.resetVisibility(PageMemory.java:142)
[...]
Just updated and it crashed on me. Crashed once when I clicked on a station and the second time from when I just hit exit after starting some terraforming.bump,
196934 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at grandcolonies.memory.Page.display(Page.java:40)
at grandcolonies.memory.PageMemory.resetVisibility(PageMemory.java:142)
[...]
identical crash for me
Hello! I just updated the mod and restarted the game to test it but there is a crash bug!
When I use the ability to terraform and "List all colonies", it also shows the Stations I built like "Mining Station", "Astropolis", etc... But as soon as you click on it, the game crash instantly! ::)
In other case, your mod is amazing! Keep up the good work and thanks a lot!
(Here's the log, that's still this annoying Nullpointer thing:
ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.boggledTerraformingPrintStatus.execute(boggledTerraformingPrintStatus.java:38)
at data.scripts.boggledTerraformingDialogPlugin.showColonySelectedOptionsAndLoadVi sual(boggledTerraformingDialogPlugin.java:142)
at data.scripts.boggledTerraformingDialogPlugin.optionSelected(boggledTerraformingDialogPlugin.java:320)
at com.fs.starfarer.ui.newui.classsuper$1.o00000(Unknown Source)
at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.n.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.W.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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
)
So, I'm curious, does setting "boggledTerraformingContentEnabled = false" disable the ability to build things like stellar mirrors, or does it merely disable changing planet types?
I'm asking because I'd like to have all the ways to alter a planet's modifiers and traits, but I don't really want to change planet types, since that seems like a much bigger thing and waters down the fun of finding cool planets.
boggledTerraformingContentEnabled will disable both the buildings and all the terraforming projects. There's no settings option to disable just the planet type change options while leaving the condition improvements active.
Your options are to either edit the rules.csv file to disable only type change projects or simply not use the type change projects.
I know its a non-standard feature, but Cryosanctums should count as "industry"
No, I don't think this is correct. If you look at Nomios the cryosanctum there is considered a structure, not an industry.
Another report, modifying the terraforming time controllers in LunaSettings has no effect on the timer, only settings.json did. Tried it with a completely fresh install to make sure it wasn't an issue I caused.
Tried it twice to make sure I could reproduce it, first one was an accident. Trying to do a terraforming project on a station when using the terraforming menu ability causes an NPE, got it on both lines 38 and 41. Also got crashes in the terraforming menu after trying to do further projects on a planet that had changed type (from Tundra to Terran).
Gist with the full log here. (https://gist.github.com/AEROassault/ebeebe895f6c02361b9636c8efbfe622)
Yes. Lovin it. Thanks for not abandoning this mod. Terraforming with lamp is clumsy. But.... What about terraforming A STAR?
Just updated and it crashed on me. Crashed once when I clicked on a station and the second time from when I just hit exit after starting some terraforming.bump,
196934 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at grandcolonies.memory.Page.display(Page.java:40)
at grandcolonies.memory.PageMemory.resetVisibility(PageMemory.java:142)
[...]
identical crash for me
I'm glad you're enjoying TASC! I don't plan to abandon it anytime soon.
I understand DIY Planets has a feature that allows the player to turn a gas giant into a star. I suppose if that mod doesn't receive an update for 0.96a it would be safe to duplicate that feature in TASC.
QuoteI'm glad you're enjoying TASC! I don't plan to abandon it anytime soon.
I understand DIY Planets has a feature that allows the player to turn a gas giant into a star. I suppose if that mod doesn't receive an update for 0.96a it would be safe to duplicate that feature in TASC.
Does this mean the other features in DIY Planets will be replicated, such as planet creation from the genesis device and the hypershunt creation? Or are you only interested in the Gas Giant>Brown dwarf one? It's good to hear TASC won't be abandoned anytime soon :)
Heya Boggled, I'm using v8.4.1 with Nex.
The new terraforming console panel doesn't list governed colonies at the moment.
Terraforming control panel lists planets that can't be terraformed due to world type preventing it eg. volcanic planets or gas giants. In my opinion all colonies that can't be terraformed should be skipped in the no ongoing projects list.
Or at least there should be an option to ignore a planet that you don't want to terraform anymore. Having to dig throught ten pages to find a planet or two is a bit annoying.
Additionally when selecting a planet it should list it's status. What conditions it has, hazard raing and water access.
Including a config on what planet types can be terraformed and to what degree would be interresting too but that would force a dynamic method of deciding whitch planets would be skipped in the no ongoing projects list.
I have notes for the next patch to make Domed Cities buildable if Harmonic Dampers are suppressing tectonic activity. This should allow players who are adamant about improving conditions on volcanic planets to suppress tectonic activity, toxic atmosphere, and dense atmosphere there.
It's only the extreme heat which will still be impossible to suppress - maybe I'll add a settings option to make Stellar Reflectors suppress Extreme Heat and Extreme Cold for players who really want it.
Dude, just use a lamp on a hot world.I have notes for the next patch to make Domed Cities buildable if Harmonic Dampers are suppressing tectonic activity. This should allow players who are adamant about improving conditions on volcanic planets to suppress tectonic activity, toxic atmosphere, and dense atmosphere there.
It's only the extreme heat which will still be impossible to suppress - maybe I'll add a settings option to make Stellar Reflectors suppress Extreme Heat and Extreme Cold for players who really want it.
How about *causing* extreme heat? Whether with Stellar Reflectors or heavy impactors sent from the mining station. You said you dont like the Cryoarthimetic engine, but so long as we are regulating temperature I have some candidate worlds for the engine that would benefit from worse conditions.
I have notes for the next patch to make Domed Cities buildable if Harmonic Dampers are suppressing tectonic activity. This should allow players who are adamant about improving conditions on volcanic planets to suppress tectonic activity, toxic atmosphere, and dense atmosphere there.
It's only the extreme heat which will still be impossible to suppress - maybe I'll add a settings option to make Stellar Reflectors suppress Extreme Heat and Extreme Cold for players who really want it.
How about *causing* extreme heat? Whether with Stellar Reflectors or heavy impactors sent from the mining station. You said you dont like the Cryoarthimetic engine, but so long as we are regulating temperature I have some candidate worlds for the engine that would benefit from worse conditions.
399089 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.boggledTerraformingDialogPlugin.showColonySelectedOptionsAndLoadVi sual(boggledTerraformingDialogPlugin.java:133)
at data.scripts.boggledTerraformingDialogPlugin.optionSelected(boggledTerraformingDialogPlugin.java:344)
at com.fs.starfarer.ui.newui.classsuper$1.o00000(Unknown Source)
at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.n.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.OoOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.g.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.classsuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
So, just started a Mayasura run, and tried to remotely open the menu for Mairaath. Instant CTD.
According to files, 8.4.2.399089 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.boggledTerraformingDialogPlugin.showColonySelectedOptionsAndLoadVi sual(boggledTerraformingDialogPlugin.java:133)
at data.scripts.boggledTerraformingDialogPlugin.optionSelected(boggledTerraformingDialogPlugin.java:344)
at com.fs.starfarer.ui.newui.classsuper$1.o00000(Unknown Source)
at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.n.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.OoOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.g.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.classsuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
So, just started a Mayasura run, and tried to remotely open the menu for Mairaath. Instant CTD.
What version of TASC are you running?
According to files, 8.4.2.Spoiler399089 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.boggledTerraformingDialogPlugin.showColonySelectedOptionsAndLoadVi sual(boggledTerraformingDialogPlugin.java:133)
at data.scripts.boggledTerraformingDialogPlugin.optionSelected(boggledTerraformingDialogPlugin.java:344)
at com.fs.starfarer.ui.newui.classsuper$1.o00000(Unknown Source)
at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.n.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.OoOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.g.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.classsuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
So, just started a Mayasura run, and tried to remotely open the menu for Mairaath. Instant CTD.[close]
What version of TASC are you running?
I highly doubt another world rolled that name. As for the mods that modify sector generation, I do have Random Assortment of Things, Ashes of the Domain, and the faction mod itself alters the buildings on the planet.According to files, 8.4.2.Spoiler399089 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.boggledTerraformingDialogPlugin.showColonySelectedOptionsAndLoadVi sual(boggledTerraformingDialogPlugin.java:133)
at data.scripts.boggledTerraformingDialogPlugin.optionSelected(boggledTerraformingDialogPlugin.java:344)
at com.fs.starfarer.ui.newui.classsuper$1.o00000(Unknown Source)
at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.n.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.OoOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.g.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.classsuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
So, just started a Mayasura run, and tried to remotely open the menu for Mairaath. Instant CTD.[close]
What version of TASC are you running?
Are there multiple colonies with the same exact name (Mairaath) in your sector? Are you using any mods that modify sector generation?
I highly doubt another world rolled that name. As for the mods that modify sector generation, I do have Random Assortment of Things, Ashes of the Domain, and the faction mod itself alters the buildings on the planet.According to files, 8.4.2.Spoiler399089 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.boggledTerraformingDialogPlugin.showColonySelectedOptionsAndLoadVi sual(boggledTerraformingDialogPlugin.java:133)
at data.scripts.boggledTerraformingDialogPlugin.optionSelected(boggledTerraformingDialogPlugin.java:344)
at com.fs.starfarer.ui.newui.classsuper$1.o00000(Unknown Source)
at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.n.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.OoOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.g.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.classsuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
So, just started a Mayasura run, and tried to remotely open the menu for Mairaath. Instant CTD.[close]
What version of TASC are you running?
Are there multiple colonies with the same exact name (Mairaath) in your sector? Are you using any mods that modify sector generation?
Yes, I did.I highly doubt another world rolled that name. As for the mods that modify sector generation, I do have Random Assortment of Things, Ashes of the Domain, and the faction mod itself alters the buildings on the planet.According to files, 8.4.2.Spoiler399089 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.boggledTerraformingDialogPlugin.showColonySelectedOptionsAndLoadVi sual(boggledTerraformingDialogPlugin.java:133)
at data.scripts.boggledTerraformingDialogPlugin.optionSelected(boggledTerraformingDialogPlugin.java:344)
at com.fs.starfarer.ui.newui.classsuper$1.o00000(Unknown Source)
at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.n.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.OoOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.g.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.classsuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
So, just started a Mayasura run, and tried to remotely open the menu for Mairaath. Instant CTD.[close]
What version of TASC are you running?
Are there multiple colonies with the same exact name (Mairaath) in your sector? Are you using any mods that modify sector generation?
Can you provide a link to the faction mod? I will download it and see if I can replicate the crash.
Just to confirm, you downloaded the latest version of TASC from this thread sometime in the past ~18 hours?
Yes, I did.I highly doubt another world rolled that name. As for the mods that modify sector generation, I do have Random Assortment of Things, Ashes of the Domain, and the faction mod itself alters the buildings on the planet.According to files, 8.4.2.Spoiler399089 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.boggledTerraformingDialogPlugin.showColonySelectedOptionsAndLoadVi sual(boggledTerraformingDialogPlugin.java:133)
at data.scripts.boggledTerraformingDialogPlugin.optionSelected(boggledTerraformingDialogPlugin.java:344)
at com.fs.starfarer.ui.newui.classsuper$1.o00000(Unknown Source)
at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.n.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.OoOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.g.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.classsuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
So, just started a Mayasura run, and tried to remotely open the menu for Mairaath. Instant CTD.[close]
What version of TASC are you running?
Are there multiple colonies with the same exact name (Mairaath) in your sector? Are you using any mods that modify sector generation?
Can you provide a link to the faction mod? I will download it and see if I can replicate the crash.
Just to confirm, you downloaded the latest version of TASC from this thread sometime in the past ~18 hours?
https://fractalsoftworks.com/forum/index.php?topic=13239.0
Here is the link to Mayasuran Navy
{"enabledMods": [
"PAGSM",
"$$$_lightshow_nc",
"pantera_ANewLevel40R",
"aod_capital",
"Cryo_but_better",
"aod_core",
"armaa",
"lw_autosave",
"battletechportraitpack",
"HMI_brighton",
"CaptainsLog",
"combatactivators",
"chatter",
"cmutils",
"timid_commissioned_hull_mods",
"lw_console",
"timid_cum",
"dmodservices",
"DetailedCombatResults",
"diableavionics",
"Diktat Enhancement",
"disco",
"dex",
"dominator_xiv_but_good",
"seven_nexus",
"exoticatechnologies",
"fleethistory",
"fleetsizebydp",
"forge_production",
"GrandColonies",
"HMI_SV",
"HMI",
"HexShields",
"hte",
"immersionFriendlyPortraitPack",
"Imperium",
"lw_lazylib",
"leadingPip",
"ArkLeg",
"lobster_proliferation",
"logisticsNotifications",
"luddenhance",
"luddenhanceied",
"lunalib",
"exshippack",
"MagicLib",
"Mayasuran Navy",
"MoreBarMissions",
"MoreMilitaryMissions",
"wisp_NeutrinoDetectorMkII",
"sun_new_beginnings",
"nexerelin",
"sun_nomadic_survival",
"objects_analysis",
"officerExtension",
"planet_search",
"TAR",
"progressiveSMods",
"pt_qolpack",
"assortment_of_things",
"roider",
"Scrapyard",
"secretsofthefrontier",
"SEEKER",
"holdsforall",
"PT_ShipDirectionMarker",
"swp",
"spacetruckin",
"mayu_specialupgrades",
"speedUp",
"sun_starship_legends",
"stelnet",
"alcoholism",
"tahlan",
"presmattdamon_takenoprisoners",
"Terraforming & Station Construction",
"star_federation",
"timid_tmi",
"TORCHSHIPS",
"transfer_all_items",
"TrulyAutomatedShips",
"underworld",
"uaf",
"US",
"ungp",
"vayrasector",
"TouchOfVanilla_vri",
"whichmod",
"audio_plus",
"shaderLib"
]}
Here is my mod list. Some mods, like Diable Avionics, had to have a manual change on the version number in the files, but it WAS stable, as far as I could tell.
I have a planet with tectonic activity and a nice vast ruin on it, and I want to build Cleanroom Manufactory from Ashes from The Domain mod, so I've build Harmonic Damper to counter the tectonic activity but still can't build Cleanroom Manufactory. Do I put this issue with TASC or AotD?
I have a planet with tectonic activity and a nice vast ruin on it, and I want to build Cleanroom Manufactory from Ashes from The Domain mod, so I've build Harmonic Damper to counter the tectonic activity but still can't build Cleanroom Manufactory. Do I put this issue with TASC or AotD?
TASC already has hypershunt construction as a non-default option.
TASC already has hypershunt construction as a non-default option.
Hey, quick question, how do I construct a hypershunt? I have both item crafting and the Perihelion Project enabled in settings, but I can't work out how to actually start the Project. I've tried interacting with Blue stars, and using the item crafting menu at a colony. Do I need to have restored a hypershunt once before?
I have a planet with tectonic activity and a nice vast ruin on it, and I want to build Cleanroom Manufactory from Ashes from The Domain mod, so I've build Harmonic Damper to counter the tectonic activity but still can't build Cleanroom Manufactory. Do I put this issue with TASC or AotD?
I assume the Cleanroom Manufactory can't be built if the planet has the tectonic activity condition. Harmonic Damper doesn't remove tectonic activity - it only suppresses it so it doesn't effect the hazard rating.
I'm not going to change the Harmonic Damper to remove tectonic activity, but it's possible Kaysaar would be willing to change the build requirements for the Cleanroom Manufactory to allow construction if tectonic activity is suppressed. If they need any help with the logic for doing that, I would be glad to assist.
Just updated the mod, now I can't find the terraforming options, not even in a new game. why is that?
I might be the only one to ask for this but I wish on a very cold planet possibly housing ruins and Chameleon with an alfa a Kletka Simulator equiped with an illegal omega core.
It would have a tiny chance to produce more of them or even have a 99% for nothing a 1% for another core + starypoint upgrade to make it 2% or allowing it to once again produce other cores. The whole Idea came from Ai-retrofits providing a use for them.
All the restricions and conditions that I came up with are just a way to make it "balanced" and I wouln't mind not seeing them.
It could also be added in the crafting menu together with other special items naturaly as an expensive craft making it cost 4000 arifacts and 2 storypoints base.
Here again there could be a condition to only allow crafting if planet is very cold has keltka/chameleon/prestine nanoforge etc.
The only reason I bring this up is simple I couldn't find where Kletka's output is in the files so being told where to change the code would be plenty. :D
I have a question.
In the Atmospheric conditions improvement options, the choice to make a planet weather patterns to less extreme doesn't work on extreme heat planet?
I have a question.
In the Atmospheric conditions improvement options, the choice to make a planet weather patterns to less extreme doesn't work on extreme heat planet?
No, the requirement is that the planet type supports terraforming. For example, you cannot use this project on a gas giant or a volcanic planet.
I have a question.
In the Atmospheric conditions improvement options, the choice to make a planet weather patterns to less extreme doesn't work on extreme heat planet?
No, the requirement is that the planet type supports terraforming. For example, you cannot use this project on a gas giant or a volcanic planet.
This was on a barren world planet.
(https://i.imgur.com/bONEHZq.png)
I have a question.
In the Atmospheric conditions improvement options, the choice to make a planet weather patterns to less extreme doesn't work on extreme heat planet?
No, the requirement is that the planet type supports terraforming. For example, you cannot use this project on a gas giant or a volcanic planet.
This was on a barren world planet.
Terraforming projects should work on barren planets. Can you please post a screenshot of the requirements list for the project and the colony management screen of the planet in question?
Extreme heat is the temperature modifier, not the weather modifier. That planet would be great for a military base and Cryoarithmetic Engine!
Ok thanks, I'll see if I can replicate the crash. Sorry for the inconvenience!SpoilerYes, I did.I highly doubt another world rolled that name. As for the mods that modify sector generation, I do have Random Assortment of Things, Ashes of the Domain, and the faction mod itself alters the buildings on the planet.According to files, 8.4.2.Spoiler399089 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.boggledTerraformingDialogPlugin.showColonySelectedOptionsAndLoadVi sual(boggledTerraformingDialogPlugin.java:133)
at data.scripts.boggledTerraformingDialogPlugin.optionSelected(boggledTerraformingDialogPlugin.java:344)
at com.fs.starfarer.ui.newui.classsuper$1.o00000(Unknown Source)
at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.n.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.n.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.OoOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.g.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.classsuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
So, just started a Mayasura run, and tried to remotely open the menu for Mairaath. Instant CTD.[close]
What version of TASC are you running?
Are there multiple colonies with the same exact name (Mairaath) in your sector? Are you using any mods that modify sector generation?
Can you provide a link to the faction mod? I will download it and see if I can replicate the crash.
Just to confirm, you downloaded the latest version of TASC from this thread sometime in the past ~18 hours?
https://fractalsoftworks.com/forum/index.php?topic=13239.0
Here is the link to Mayasuran Navy
{"enabledMods": [
"PAGSM",
"$$$_lightshow_nc",
"pantera_ANewLevel40R",
"aod_capital",
"Cryo_but_better",
"aod_core",
"armaa",
"lw_autosave",
"battletechportraitpack",
"HMI_brighton",
"CaptainsLog",
"combatactivators",
"chatter",
"cmutils",
"timid_commissioned_hull_mods",
"lw_console",
"timid_cum",
"dmodservices",
"DetailedCombatResults",
"diableavionics",
"Diktat Enhancement",
"disco",
"dex",
"dominator_xiv_but_good",
"seven_nexus",
"exoticatechnologies",
"fleethistory",
"fleetsizebydp",
"forge_production",
"GrandColonies",
"HMI_SV",
"HMI",
"HexShields",
"hte",
"immersionFriendlyPortraitPack",
"Imperium",
"lw_lazylib",
"leadingPip",
"ArkLeg",
"lobster_proliferation",
"logisticsNotifications",
"luddenhance",
"luddenhanceied",
"lunalib",
"exshippack",
"MagicLib",
"Mayasuran Navy",
"MoreBarMissions",
"MoreMilitaryMissions",
"wisp_NeutrinoDetectorMkII",
"sun_new_beginnings",
"nexerelin",
"sun_nomadic_survival",
"objects_analysis",
"officerExtension",
"planet_search",
"TAR",
"progressiveSMods",
"pt_qolpack",
"assortment_of_things",
"roider",
"Scrapyard",
"secretsofthefrontier",
"SEEKER",
"holdsforall",
"PT_ShipDirectionMarker",
"swp",
"spacetruckin",
"mayu_specialupgrades",
"speedUp",
"sun_starship_legends",
"stelnet",
"alcoholism",
"tahlan",
"presmattdamon_takenoprisoners",
"Terraforming & Station Construction",
"star_federation",
"timid_tmi",
"TORCHSHIPS",
"transfer_all_items",
"TrulyAutomatedShips",
"underworld",
"uaf",
"US",
"ungp",
"vayrasector",
"TouchOfVanilla_vri",
"whichmod",
"audio_plus",
"shaderLib"
]}
Here is my mod list. Some mods, like Diable Avionics, had to have a manual change on the version number in the files, but it WAS stable, as far as I could tell.[close]
Yeah, I can try. Just tell me how to add folders to messages.Ok thanks, I'll see if I can replicate the crash. Sorry for the inconvenience!SpoilerYes, I did.I highly doubt another world rolled that name. As for the mods that modify sector generation, I do have Random Assortment of Things, Ashes of the Domain, and the faction mod itself alters the buildings on the planet.According to files, 8.4.2.Spoiler399089 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.boggledTerraformingDialogPlugin.showColonySelectedOptionsAndLoadVi sual(boggledTerraformingDialogPlugin.java:133)
at data.scripts.boggledTerraformingDialogPlugin.optionSelected(boggledTerraformingDialogPlugin.java:344)
at com.fs.starfarer.ui.newui.classsuper$1.o00000(Unknown Source)
at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.n.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.OoOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.g.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.classsuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
So, just started a Mayasura run, and tried to remotely open the menu for Mairaath. Instant CTD.[close]
What version of TASC are you running?
Are there multiple colonies with the same exact name (Mairaath) in your sector? Are you using any mods that modify sector generation?
Can you provide a link to the faction mod? I will download it and see if I can replicate the crash.
Just to confirm, you downloaded the latest version of TASC from this thread sometime in the past ~18 hours?
https://fractalsoftworks.com/forum/index.php?topic=13239.0
Here is the link to Mayasuran Navy
{"enabledMods": [
"PAGSM",
"$$$_lightshow_nc",
"pantera_ANewLevel40R",
"aod_capital",
"Cryo_but_better",
"aod_core",
"armaa",
"lw_autosave",
"battletechportraitpack",
"HMI_brighton",
"CaptainsLog",
"combatactivators",
"chatter",
"cmutils",
"timid_commissioned_hull_mods",
"lw_console",
"timid_cum",
"dmodservices",
"DetailedCombatResults",
"diableavionics",
"Diktat Enhancement",
"disco",
"dex",
"dominator_xiv_but_good",
"seven_nexus",
"exoticatechnologies",
"fleethistory",
"fleetsizebydp",
"forge_production",
"GrandColonies",
"HMI_SV",
"HMI",
"HexShields",
"hte",
"immersionFriendlyPortraitPack",
"Imperium",
"lw_lazylib",
"leadingPip",
"ArkLeg",
"lobster_proliferation",
"logisticsNotifications",
"luddenhance",
"luddenhanceied",
"lunalib",
"exshippack",
"MagicLib",
"Mayasuran Navy",
"MoreBarMissions",
"MoreMilitaryMissions",
"wisp_NeutrinoDetectorMkII",
"sun_new_beginnings",
"nexerelin",
"sun_nomadic_survival",
"objects_analysis",
"officerExtension",
"planet_search",
"TAR",
"progressiveSMods",
"pt_qolpack",
"assortment_of_things",
"roider",
"Scrapyard",
"secretsofthefrontier",
"SEEKER",
"holdsforall",
"PT_ShipDirectionMarker",
"swp",
"spacetruckin",
"mayu_specialupgrades",
"speedUp",
"sun_starship_legends",
"stelnet",
"alcoholism",
"tahlan",
"presmattdamon_takenoprisoners",
"Terraforming & Station Construction",
"star_federation",
"timid_tmi",
"TORCHSHIPS",
"transfer_all_items",
"TrulyAutomatedShips",
"underworld",
"uaf",
"US",
"ungp",
"vayrasector",
"TouchOfVanilla_vri",
"whichmod",
"audio_plus",
"shaderLib"
]}
Here is my mod list. Some mods, like Diable Avionics, had to have a manual change on the version number in the files, but it WAS stable, as far as I could tell.[close]
Hello YourLocalMairaaboo,
I couldn't replicate this crash on my system. Are you able to upload your mod folder and a save where the crash occurs so I can investigate this further?
You can upload it to eg.google drive and send the link to it. That should be the easiest way.Yeah, I can try. Just tell me how to add folders to messages.Ok thanks, I'll see if I can replicate the crash. Sorry for the inconvenience!SpoilerYes, I did.I highly doubt another world rolled that name. As for the mods that modify sector generation, I do have Random Assortment of Things, Ashes of the Domain, and the faction mod itself alters the buildings on the planet.According to files, 8.4.2.Spoiler399089 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.boggledTerraformingDialogPlugin.showColonySelectedOptionsAndLoadVi sual(boggledTerraformingDialogPlugin.java:133)
at data.scripts.boggledTerraformingDialogPlugin.optionSelected(boggledTerraformingDialogPlugin.java:344)
at com.fs.starfarer.ui.newui.classsuper$1.o00000(Unknown Source)
at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.n.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.n.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.OoOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.g.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.classsuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
So, just started a Mayasura run, and tried to remotely open the menu for Mairaath. Instant CTD.[close]
What version of TASC are you running?
Are there multiple colonies with the same exact name (Mairaath) in your sector? Are you using any mods that modify sector generation?
Can you provide a link to the faction mod? I will download it and see if I can replicate the crash.
Just to confirm, you downloaded the latest version of TASC from this thread sometime in the past ~18 hours?
https://fractalsoftworks.com/forum/index.php?topic=13239.0
Here is the link to Mayasuran Navy
{"enabledMods": [
"PAGSM",
"$$$_lightshow_nc",
"pantera_ANewLevel40R",
"aod_capital",
"Cryo_but_better",
"aod_core",
"armaa",
"lw_autosave",
"battletechportraitpack",
"HMI_brighton",
"CaptainsLog",
"combatactivators",
"chatter",
"cmutils",
"timid_commissioned_hull_mods",
"lw_console",
"timid_cum",
"dmodservices",
"DetailedCombatResults",
"diableavionics",
"Diktat Enhancement",
"disco",
"dex",
"dominator_xiv_but_good",
"seven_nexus",
"exoticatechnologies",
"fleethistory",
"fleetsizebydp",
"forge_production",
"GrandColonies",
"HMI_SV",
"HMI",
"HexShields",
"hte",
"immersionFriendlyPortraitPack",
"Imperium",
"lw_lazylib",
"leadingPip",
"ArkLeg",
"lobster_proliferation",
"logisticsNotifications",
"luddenhance",
"luddenhanceied",
"lunalib",
"exshippack",
"MagicLib",
"Mayasuran Navy",
"MoreBarMissions",
"MoreMilitaryMissions",
"wisp_NeutrinoDetectorMkII",
"sun_new_beginnings",
"nexerelin",
"sun_nomadic_survival",
"objects_analysis",
"officerExtension",
"planet_search",
"TAR",
"progressiveSMods",
"pt_qolpack",
"assortment_of_things",
"roider",
"Scrapyard",
"secretsofthefrontier",
"SEEKER",
"holdsforall",
"PT_ShipDirectionMarker",
"swp",
"spacetruckin",
"mayu_specialupgrades",
"speedUp",
"sun_starship_legends",
"stelnet",
"alcoholism",
"tahlan",
"presmattdamon_takenoprisoners",
"Terraforming & Station Construction",
"star_federation",
"timid_tmi",
"TORCHSHIPS",
"transfer_all_items",
"TrulyAutomatedShips",
"underworld",
"uaf",
"US",
"ungp",
"vayrasector",
"TouchOfVanilla_vri",
"whichmod",
"audio_plus",
"shaderLib"
]}
Here is my mod list. Some mods, like Diable Avionics, had to have a manual change on the version number in the files, but it WAS stable, as far as I could tell.[close]
Hello YourLocalMairaaboo,
I couldn't replicate this crash on my system. Are you able to upload your mod folder and a save where the crash occurs so I can investigate this further?
Hm, could you list the available terraforming options for an unclaimed planet in the "other considerations" listing?
So, Boggled, did you see the files I sent you via PM?
Hey there, I can also confirm I too was getting the hotbar crash, and after disabling Grand Colonies, the crashing stopped!
This was the log after the CTD:
85510 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.boggledTerraformingDialogPlugin.showColonySelectedOptionsAndLoadVi sual(boggledTerraformingDialogPlugin.java:133)
at data.scripts.boggledTerraformingDialogPlugin.optionSelected(boggledTerraformingDialogPlugin.java:344)
at com.fs.starfarer.ui.newui.classsuper$1.o00000(Unknown Source)
at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.n.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.W.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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
(And yes, I made this account just to post about this, your mod is such a gamechanger for me!)
Is it possible to deal with extreme temperatures, or did I make a bigger mistake than I realized colonizing a system where everything is either extremely hot or extremely cold? XD
I dont know how much effort it would be to implement, but I think it would be nice to have the option(in the mod settings) to make it so extreme temperatures can be managed just like their more mild counterparts, only other suggestion I have would be an option that tells you what terraforming projects are available for a given colony.Is it possible to deal with extreme temperatures, or did I make a bigger mistake than I realized colonizing a system where everything is either extremely hot or extremely cold? XD
No, you cannot remove/suppress extreme temperatures with TASC. However, you can still utilize those planets - for example, you can terraform the extreme cold ones to frozen and produce volatiles and AI cores.
The hotfix works, that did just the trick!
I dont know how much effort it would be to implement, but I think it would be nice to have the option(in the mod settings) to make it so extreme temperatures can be managed just like their more mild counterparts, only other suggestion I have would be an option that tells you what terraforming projects are available for a given colony.Is it possible to deal with extreme temperatures, or did I make a bigger mistake than I realized colonizing a system where everything is either extremely hot or extremely cold? XD
No, you cannot remove/suppress extreme temperatures with TASC. However, you can still utilize those planets - for example, you can terraform the extreme cold ones to frozen and produce volatiles and AI cores.
Hmm, maybe I'll add some information to the mod guide about the terraforming system and the limitations. I suspect some of the players who were used to DIY Planets have switched to TASC and didn't realize the limitations are much more strict.This is actually the first terraforming mod I've used for Starsector, the limitation just feels arbitrary to me since it's just a matter of time and/or scale.
Hmm, maybe I'll add some information to the mod guide about the terraforming system and the limitations. I suspect some of the players who were used to DIY Planets have switched to TASC and didn't realize the limitations are much more strict.This is actually the first terraforming mod I've used for Starsector, the limitation just feels arbitrary to me since it's just a matter of time and/or scale.
Normal orbital shades dont block enough light to cool the planet? Just make more and/or bigger shades, same goes for heat sources on or around a cold planet.
I agree that the volcanic planets would actually be too hot to terraform, but I dont agree that it's because of tidal heating, I'd say it's either from the shear overwhelming heat of the parent star or left over heat from the planet's formation, after all, Earth was most likely once a giant ball of molten rock.Hmm, maybe I'll add some information to the mod guide about the terraforming system and the limitations. I suspect some of the players who were used to DIY Planets have switched to TASC and didn't realize the limitations are much more strict.This is actually the first terraforming mod I've used for Starsector, the limitation just feels arbitrary to me since it's just a matter of time and/or scale.
Normal orbital shades dont block enough light to cool the planet? Just make more and/or bigger shades, same goes for heat sources on or around a cold planet.
What about planets with tidal heating (ex. volcanic planets)? Shades will do nothing.
Likewise for planets with no star or a very dim star - more mirrors will not help.
I'd say it's either from the shear overwhelming heat of the parent star or left over heat from the planet's formation, after all, Earth was most likely once a giant ball of molten rock.
(to really kill the idea that it's tidal heating compare the surface temperatures of Earth's moon with the surface temperatures of any other known moon)
if you dont have a star, make one, or even multiple
1: If you have lava seas on the surface, that isnt from tidal heatingI'd say it's either from the shear overwhelming heat of the parent star or left over heat from the planet's formation, after all, Earth was most likely once a giant ball of molten rock.
(to really kill the idea that it's tidal heating compare the surface temperatures of Earth's moon with the surface temperatures of any other known moon)
Earth's moon experiences very minimal tidal heating. Contrast that with Io (moon of Jupiter) which has an internal magma ocean and volcanos due to tidal heating. My understanding is that it's incorrect to claim that heat from a star causes volcanism.if you dont have a star, make one, or even multiple
This is not something that's practical with IRL technology (or even starsector-level technology based on the official lore) to say the least.
You can't convince me that people that can make ships fueled with antimatter and are capable of FTL travel, can't use relatively simple planetary heat management solutions that are in theory possible to make with current IRL technology.
It's a problem of people only providing bad excuses for why X, Y, or Z can't be done when far harder things are done regularly in the same setting.You can't convince me that people that can make ships fueled with antimatter and are capable of FTL travel, can't use relatively simple planetary heat management solutions that are in theory possible to make with current IRL technology.
Honestly, that sounds more like a "you" problem than an issue with the mod.
hi, how can i cancel a terraforming project? older versions had an dialogue option.
It's a problem of people only providing bad excuses for why X, Y, or Z can't be done when far harder things are done regularly in the same setting.You can't convince me that people that can make ships fueled with antimatter and are capable of FTL travel, can't use relatively simple planetary heat management solutions that are in theory possible to make with current IRL technology.
Honestly, that sounds more like a "you" problem than an issue with the mod.
Sounds more like a scientific literacy problem on the part of the devs.It's a problem of people only providing bad excuses for why X, Y, or Z can't be done when far harder things are done regularly in the same setting.You can't convince me that people that can make ships fueled with antimatter and are capable of FTL travel, can't use relatively simple planetary heat management solutions that are in theory possible to make with current IRL technology.
Honestly, that sounds more like a "you" problem than an issue with the mod.
If by "bad excuses" you mean "starsector's lore" which is what Boggled's been using strictly then i don't know what to tell you.
Again, this is a "you" problem.
Sounds more like a scientific literacy problem on the part of the devs.It's a problem of people only providing bad excuses for why X, Y, or Z can't be done when far harder things are done regularly in the same setting.You can't convince me that people that can make ships fueled with antimatter and are capable of FTL travel, can't use relatively simple planetary heat management solutions that are in theory possible to make with current IRL technology.
Honestly, that sounds more like a "you" problem than an issue with the mod.
If by "bad excuses" you mean "starsector's lore" which is what Boggled's been using strictly then i don't know what to tell you.
Again, this is a "you" problem.
Looks at crioarithmetic engine description.Sounds more like a scientific literacy problem on the part of the devs.It's a problem of people only providing bad excuses for why X, Y, or Z can't be done when far harder things are done regularly in the same setting.You can't convince me that people that can make ships fueled with antimatter and are capable of FTL travel, can't use relatively simple planetary heat management solutions that are in theory possible to make with current IRL technology.
Honestly, that sounds more like a "you" problem than an issue with the mod.
If by "bad excuses" you mean "starsector's lore" which is what Boggled's been using strictly then i don't know what to tell you.
Again, this is a "you" problem.
Looks at crioarithmetic engine description.
Only a rad-addled gremlin addict would think Alex cared about realism after that.
But yeah, don't let the guy get to you. You did an incredible job in extrapolating from Starsector's tech for the terraforming stuff.Looks at crioarithmetic engine description.
Only a rad-addled gremlin addict would think Alex cared about realism after that.
Yeah, I think the cryoarithmetic engine is cool from a gameplay standpoint, but the lore behind it appears to be unrealistic to a much greater degree than most of the other technology in starsector. It basically doesn't fit in the lore and I'm ignoring it for purposes of what's realistic/possible in the starsector universe.
Looks at crioarithmetic engine description.
Only a rad-addled gremlin addict would think Alex cared about realism after that.
Yeah, I think the cryoarithmetic engine is cool from a gameplay standpoint, but the lore behind it appears to be unrealistic to a much greater degree than most of the other technology in starsector. It basically doesn't fit in the lore and I'm ignoring it for purposes of what's realistic/possible in the starsector universe.
Hey does the CHAMELEON still remove Luddic path cells from your planets if you have an Alpha Ai core installed into it?
Quite literally no hyper advanced technology is required to make a planet colder, just metal, time, and the means to put the metal into orbit.Looks at crioarithmetic engine description.
Only a rad-addled gremlin addict would think Alex cared about realism after that.
Yeah, I think the cryoarithmetic engine is cool from a gameplay standpoint, but the lore behind it appears to be unrealistic to a much greater degree than most of the other technology in starsector. It basically doesn't fit in the lore and I'm ignoring it for purposes of what's realistic/possible in the starsector universe.
I think it makes sense in the context of a world where there are stations that can harness the literal power of a star and flying crystal-like ships that split into independent beings. That said, all of these are follow the "ancient hyper advanced forgotten tech" trope, which is meant to justify why it's not widespread and why it can't be used to justify everything like the other guy suggests, basically. It's all about consistency.
Quite literally no hyper advanced technology is required to make a planet colder, just metal, time, and the means to put the metal into orbit.
Making a planet less cold isn't as simple but is still far easier than the game and you make it out to be.
Im not complicating anything, you're just acting like a religious zealot.Quite literally no hyper advanced technology is required to make a planet colder, just metal, time, and the means to put the metal into orbit.
Making a planet less cold isn't as simple but is still far easier than the game and you make it out to be.
Yeah, that tech exists in the game, it's called Stellar Reflectors/Mirrors, my dude.
But there is no proof in vanilla that these things can alter planets with extreme degrees of temperature as even for a planet to be eligible for terraforming in the lore, it has to have some conditions met beforehand because otherwise it would be either impossible or a huge waste of resources.
Also, don't turn this around. You're the one complicating things here.
# Controls how long resource improvement projects take (in days).
"boggledResourceImprovementTime":200,
Personally I find being able to just magically improve the resource deposits of markets a bit overpowered. Is there a config settings I could change to disable that function? I could maybe just turn the time for those operations ridiculously high withCodebut that feels a bit janky.# Controls how long resource improvement projects take (in days).
"boggledResourceImprovementTime":200,
If material requirements are an option I could see using organics and volatiles to increase their abundance, organics especially.Personally I find being able to just magically improve the resource deposits of markets a bit overpowered. Is there a config settings I could change to disable that function? I could maybe just turn the time for those operations ridiculously high withCodebut that feels a bit janky.# Controls how long resource improvement projects take (in days).
"boggledResourceImprovementTime":200,
Hmm, you're right that it's a little weird that there's basically no requirements to improve organics and volatiles. Do you have any ideas regarding what requirements I could add for those projects? What about that the mining industry is required on the planet?
You would need to edit the source code to remove just those two projects. However, you can always just not use them if you don't want to bother with that.
Hmm, you're right that it's a little weird that there's basically no requirements to improve organics and volatiles. Do you have any ideas regarding what requirements I could add for those projects? What about that the mining industry is required on the planet?I saw something in the configs called planet cracking that improves ore deposits and gives you a tectonic activity modifier as a downside, which actually makes a lot of sense because you're increasing the accessbility of existing deposits and not just introducing new mass so it's logical and somewhat balanced. You could let this apply to organics and volatile deposits because they'd both be underground like ores.
You would need to edit the source code to remove just those two projects. However, you can always just not use them if you don't want to bother with that.Yeah maybe I should just have a little self control lmao, cause I can't code for the life of me and I'll probably break something deleting stuff
I saw something in the configs called planet cracking that improves ore deposits and gives you a tectonic activity modifier as a downside, which actually makes a lot of sense because you're increasing the accessbility of existing deposits and not just introducing new mass so it's logical and somewhat balanced. You could let this apply to organics and volatile deposits because they'd both be underground like ores.I disagree about the creation of volatile deposits not making sense logically and that volatiles and organics would only be in underground deposits. For 3 real world examples of surface volatile deposits, look no further than Earth(surface water), Mars(surface carbon dioxide), and Titan(surface methane).
I also noticed I was able to create volatiles deposits out of thin air on markets that previously had no volatiles deposits, which didn't make much sense logic or balance wise.
Im not complicating anything, you're just acting like a religious zealot.Quite literally no hyper advanced technology is required to make a planet colder, just metal, time, and the means to put the metal into orbit.
Making a planet less cold isn't as simple but is still far easier than the game and you make it out to be.
Yeah, that tech exists in the game, it's called Stellar Reflectors/Mirrors, my dude.
But there is no proof in vanilla that these things can alter planets with extreme degrees of temperature as even for a planet to be eligible for terraforming in the lore, it has to have some conditions met beforehand because otherwise it would be either impossible or a huge waste of resources.
Also, don't turn this around. You're the one complicating things here.
I disagree about the creation of volatile deposits not making sense logically and that volatiles and organics would only be in underground deposits. For 3 real world examples of surface volatile deposits, look no further than Earth(surface water), Mars(surface carbon dioxide), and Titan(surface methane).What about it do you disagree with? How do you create resource deposits that weren't there before?
As for organics, do I really need to explain that one? The vast majority of organic material is found on land and in water, not underground.
'Sup y'all! I think I found a bug within this mod. See, when I was cruising down Legio infested planets to steal some Nanoforges or two, I found out that my credits is at a 0. I searched for what might've caused it (I just had a jumped into a Jump Point beforehand, so I thought that might've been the issue), re-load my save, and found no discrepancies when jumping. So I tried to look at my colony and this is what I found:Spoiler(https://i.imgur.com/V2IOAa6.png)(https://i.imgur.com/Gc6aaiR.png)(https://i.imgur.com/FlgVuqb.png)(https://i.imgur.com/7fkGYcw.png)[close]
It seems that the problem stems from the stacked Cramped Infrastructure. But I've... already turned it off? I tried to modify the value to see if it would change anything, but it does nothing. So I returned it to its original value.
Here's my modlist if that would help any:
"pantera_ANewLevel40R",
"Angry Periphery",
"automatedcommands",
"lw_autosave",
"chatter",
"lw_radar",
"lw_console",
"dragonslayer",
"Everybody loves KoC",
"fleet_journal",
"fleetsizebydp",
"GrandColonies",
"HMI",
"hte",
"LTA",
"lw_lazylib",
"logisticsNotifications",
"lunalib",
"MagicLib",
"Mayasuran Navy",
"ness_saw",
"nexerelin",
"planet_search",
"wyv_planetaryShieldAccessControl",
"scan_those_gates",
"secretsofthefrontier",
"swp",
"mayu_specialupgrades",
"speedUp",
"sun_starship_legends",
"stelnet",
"alcoholism",
"tahlan",
"Terraforming & Station Construction",
"TTSC",
"uaf",
"whichmod",
"audio_plus",
"shaderLib"
FOUND OUT THE PROBLEM!
Apparently, the mod really doesn't like Mental Influence System (from HMI, I think) and that causes it to basically stack Cramped Infrastructure on top of each other. Now it's fine, I just had to not use it at all.
There goes 500k credit, le sigh.
Time for another Hotfix, Dowload here (https://cdn.discordapp.com/attachments/1115970734926336081/1117163680371585155/Grand.Colonies2.0.b-hotfix3.zip)
For once, one that isnt a direct fault of the scrollbar.
Fixes:
-> Fixes infinitly stacking Cramped Infrastructure, will not fix colonies with the issue, your best bet is to probably disable cramped on existing saves if you had the issue.
-> Fixes crash on Mac & Linux
-> Fixes rare crash
I think of the scientific definitions, oversimplified, organics would generally be plant or animal matter(including low quality coal), and volatiles essentially being things that evaporate/boil easily, but as I said, that's oversimplified and you should actually check the relevant definitions yourself.I disagree about the creation of volatile deposits not making sense logically and that volatiles and organics would only be in underground deposits. For 3 real world examples of surface volatile deposits, look no further than Earth(surface water), Mars(surface carbon dioxide), and Titan(surface methane).What about it do you disagree with? How do you create resource deposits that weren't there before?
As for organics, do I really need to explain that one? The vast majority of organic material is found on land and in water, not underground.
When I think of volatiles I think of reactive gasses, and when I think of organics I think of things like oil. Am I misunderstanding something? What do you consider organics and volatiles? Especially water, confused on that one.
"warped definition of "religious zealot"" says the guy rejecting logic in favor of his holly text.Im not complicating anything, you're just acting like a religious zealot.Quite literally no hyper advanced technology is required to make a planet colder, just metal, time, and the means to put the metal into orbit.
Making a planet less cold isn't as simple but is still far easier than the game and you make it out to be.
Yeah, that tech exists in the game, it's called Stellar Reflectors/Mirrors, my dude.
But there is no proof in vanilla that these things can alter planets with extreme degrees of temperature as even for a planet to be eligible for terraforming in the lore, it has to have some conditions met beforehand because otherwise it would be either impossible or a huge waste of resources.
Also, don't turn this around. You're the one complicating things here.
If your best defense for this argument is "no, u" as well as having a warped definition of "religious zealot" then i guess we're done here. You're a funny guy.
You're a funny guy."warped definition of "religious zealot"" says the guy rejecting logic in favor of his holly text.
'Sup y'all! I think I found a bug within this mod. See, when I was cruising down Legio infested planets to steal some Nanoforges or two, I found out that my credits is at a 0. I searched for what might've caused it (I just had a jumped into a Jump Point beforehand, so I thought that might've been the issue), re-load my save, and found no discrepancies when jumping. So I tried to look at my colony and this is what I found:Spoiler(https://i.imgur.com/V2IOAa6.png)(https://i.imgur.com/Gc6aaiR.png)(https://i.imgur.com/FlgVuqb.png)(https://i.imgur.com/7fkGYcw.png)[close]
It seems that the problem stems from the stacked Cramped Infrastructure. But I've... already turned it off? I tried to modify the value to see if it would change anything, but it does nothing. So I returned it to its original value.
Here's my modlist if that would help any:
"pantera_ANewLevel40R",
"Angry Periphery",
"automatedcommands",
"lw_autosave",
"chatter",
"lw_radar",
"lw_console",
"dragonslayer",
"Everybody loves KoC",
"fleet_journal",
"fleetsizebydp",
"GrandColonies",
"HMI",
"hte",
"LTA",
"lw_lazylib",
"logisticsNotifications",
"lunalib",
"MagicLib",
"Mayasuran Navy",
"ness_saw",
"nexerelin",
"planet_search",
"wyv_planetaryShieldAccessControl",
"scan_those_gates",
"secretsofthefrontier",
"swp",
"mayu_specialupgrades",
"speedUp",
"sun_starship_legends",
"stelnet",
"alcoholism",
"tahlan",
"Terraforming & Station Construction",
"TTSC",
"uaf",
"whichmod",
"audio_plus",
"shaderLib"
FOUND OUT THE PROBLEM!
Apparently, the mod really doesn't like Mental Influence System (from HMI, I think) and that causes it to basically stack Cramped Infrastructure on top of each other. Now it's fine, I just had to not use it at all.
There goes 500k credit, le sigh.
Hmm, you're right that it's a little weird that there's basically no requirements to improve organics and volatiles. Do you have any ideas regarding what requirements I could add for those projects? What about that the mining industry is required on the planet?I saw something in the configs called planet cracking that improves ore deposits and gives you a tectonic activity modifier as a downside, which actually makes a lot of sense because you're increasing the accessbility of existing deposits and not just introducing new mass so it's logical and somewhat balanced. You could let this apply to organics and volatile deposits because they'd both be underground like ores.
I also noticed I was able to create volatiles deposits out of thin air on markets that previously had no volatiles deposits, which didn't make much sense logic or balance wise. Making the planet cracking improvements only apply to existing resource deposits would be good as well.
Going with this idea would probably remove resource improvement from the terraforming menu entirely in favor of the building on an orbiting station, or vice versa. It's just a spitball, as I don't know how well this would work cause I haven't tried planet cracking ingame in it's current state. I only just found out about it through the config because it's disabled ingame by default.You would need to edit the source code to remove just those two projects. However, you can always just not use them if you don't want to bother with that.Yeah maybe I should just have a little self control lmao, cause I can't code for the life of me and I'll probably break something deleting stuff
I'm not sure something like planet cracking would be a good solution for organics and volatiles. Planet cracking adds a permanent negative condition on the market which I don't want to do for organics and volatiles.
I'm leaning towards adding a credit and/or resource cost for those projects, and maybe for a few other projects as well.
Idea: instead of terraforming to add deposits of organics and volatiles, what about special industries that directly make them without deposits but requiring an input, such as transplutonics for volatiles and organics for themselves?Hmm, you're right that it's a little weird that there's basically no requirements to improve organics and volatiles. Do you have any ideas regarding what requirements I could add for those projects? What about that the mining industry is required on the planet?I saw something in the configs called planet cracking that improves ore deposits and gives you a tectonic activity modifier as a downside, which actually makes a lot of sense because you're increasing the accessbility of existing deposits and not just introducing new mass so it's logical and somewhat balanced. You could let this apply to organics and volatile deposits because they'd both be underground like ores.
I also noticed I was able to create volatiles deposits out of thin air on markets that previously had no volatiles deposits, which didn't make much sense logic or balance wise. Making the planet cracking improvements only apply to existing resource deposits would be good as well.
Going with this idea would probably remove resource improvement from the terraforming menu entirely in favor of the building on an orbiting station, or vice versa. It's just a spitball, as I don't know how well this would work cause I haven't tried planet cracking ingame in it's current state. I only just found out about it through the config because it's disabled ingame by default.You would need to edit the source code to remove just those two projects. However, you can always just not use them if you don't want to bother with that.Yeah maybe I should just have a little self control lmao, cause I can't code for the life of me and I'll probably break something deleting stuff
I'm not sure something like planet cracking would be a good solution for organics and volatiles. Planet cracking adds a permanent negative condition on the market which I don't want to do for organics and volatiles.
I'm leaning towards adding a credit and/or resource cost for those projects, and maybe for a few other projects as well.
Sure, but when you're terraforming a planet to be habitable, why shouldnt you then also have a source of organics on that planet? After all, chemistry doesnt particularly care if the carbon based chemical came from corn or coal as long as as the compound is the same either way. As for volatiles, realistically they should also be on any planet with water or ice since some fraction of naturally occurring H2O has deuterium in place of one or both hydrogen atoms, even if for balance most would have fairly poor deposits of volatiles the game is interested in.I'm not sure something like planet cracking would be a good solution for organics and volatiles. Planet cracking adds a permanent negative condition on the market which I don't want to do for organics and volatiles.
I'm leaning towards adding a credit and/or resource cost for those projects, and maybe for a few other projects as well.
Organics and volatiles are much more valuable resources than ores, hence why organics are only found on rare habitable worlds and volatiles on high hazard worlds like gas giants and cryovolcanic worlds. This prioritization seems backwards, but it's your decision to make.
Sure, but when you're terraforming a planet to be habitable, why shouldnt you then also have a source of organics on that planet? After all, chemistry doesnt particularly care if the carbon based chemical came from corn or coal as long as as the compound is the same either way. As for volatiles, realistically they should also be on any planet with water or ice since some fraction of naturally occurring H2O has deuterium in place of one or both hydrogen atoms, even if for balance most would have fairly poor deposits of volatiles the game is interested in.
hence why organics are only found on rare habitable worlds
They occasionally exist in large quantities in toxic worlds, but this is the exception, not the rule.hence why organics are only found on rare habitable worlds
Organics are supposed to be more plentiful in toxic worlds, worlds like Salamanca are sought after for their organics extraction.
They occasionally exist in large quantities in toxic worlds, but this is the exception, not the rule.hence why organics are only found on rare habitable worlds
Organics are supposed to be more plentiful in toxic worlds, worlds like Salamanca are sought after for their organics extraction.
The main source is habitable worlds, like how the hegemony gets the bulk of theirs from Jangala's Xenolife.
I always saw organics terraforming as you injecting some compounds into biological matter deposits to accelarate the formation of oil and coal, or stuff like that.
Hey boggled,
Is there any chance that you could add a disabled by default option for "unrealistic stellar reflector arrays" that does suppress extreme hot and extreme cold conditions for those who want it?
Much Thanks,
Brob
PS> Thank you for making the mod ;D
[REDACTED], I looked ingame and every organics tooltip references it as an underground resource.Oragnics: "Bulk complex carbon-based molecules and derivatives thereof with applications in plastics, fuels, solvents, polymers, food products, biotech, life support, and a vast array of other necessities."
Hey boggled,Nothing unrealistic about such an option.
Is there any chance that you could add a disabled by default option for "unrealistic stellar reflector arrays" that does suppress extreme hot and extreme cold conditions for those who want it?
Much Thanks,
Brob
PS> Thank you for making the mod ;D
Getting a couple different crashes, figured I'd ask about it here.
First, happens whenever I try to create a mining station:Spoiler93743 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.D.class.ô00000(Unknown Source)
at com.fs.starfarer.D.class.o00000(Unknown Source)
at com.fs.starfarer.D.return.o00000(Unknown Source)
at com.fs.starfarer.D.return.o00000(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.showInteractionDialog(Unknown Source)
at data.campaign.econ.boggledTools.createMiningStationMarket(boggledTools.java:3185)
at data.campaign.econ.abilities.Construct_Mining_Station.activateImpl(Construct_Mining_Station.java:72)
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.G.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.W.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.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)[close]
It would have been my first colony, so thought that might be the issue. Tried colonizing nearby, went fine, but trying to interact with the new colony after leaving for the first time gave this crash:Spoiler78055 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.D.class.ô00000(Unknown Source)
at com.fs.starfarer.D.class.o00000(Unknown Source)
at com.fs.starfarer.D.return.o00000(Unknown Source)
at com.fs.starfarer.D.return.o00000(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.startEncounterInvolvingPlayerFleet(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.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)
78501 [Thread-10] ERROR com.fs.starfarer.D.return -
java.lang.NullPointerException
at com.fs.starfarer.D.class.ô00000(Unknown Source)
at com.fs.starfarer.D.class.Õ00000(Unknown Source)
at com.fs.starfarer.D.return.Ò00000(Unknown Source)
at com.fs.starfarer.D.return$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)
79002 [Thread-10] ERROR com.fs.starfarer.D.return -
java.lang.NullPointerException
at com.fs.starfarer.D.class.ô00000(Unknown Source)
at com.fs.starfarer.D.class.Õ00000(Unknown Source)
at com.fs.starfarer.D.return.Ò00000(Unknown Source)
at com.fs.starfarer.D.return$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)
79505 [Thread-10] ERROR com.fs.starfarer.D.return -
java.lang.NullPointerException
at com.fs.starfarer.D.class.ô00000(Unknown Source)
at com.fs.starfarer.D.class.Õ00000(Unknown Source)
at com.fs.starfarer.D.return.Ò00000(Unknown Source)
at com.fs.starfarer.D.return$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)[close]
Any ideas? I'm not running any other major mods.
Edit: Crashes originally occurred on 8.3.2 version, but I was able to reproduce them after updating to 8.4.4. Also cross-posted to the bug reports modded subforum on the advice of someone smarter than me
Hello i have a crash when installing a stellar mirror array on a irradied world :
1974082 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.ui._.renderImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.render(Unknown Source)
at com.fs.starfarer.ui.m.o00000(Unknown Source)
at com.fs.starfarer.ui.n.renderImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.render(Unknown Source)
at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.MarketConditionsWidget.renderImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.render(Unknown Source)
at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.float.renderImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.render(Unknown Source)
at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.class.renderImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.render(Unknown Source)
at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.render(Unknown Source)
at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.o0OO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.render(Unknown Source)
at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.public.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.L.renderImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.render(Unknown Source)
at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.public.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.do.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.classsuper.renderImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.render(Unknown Source)
at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I don't know why you think I'm being malicious or lying. Not trying to be hostile.Then based on Organics sounds like a industry for converting Food to Organics would make sense.
there's meant to be a screenshot here i don't know why it won't load (https://imgur.com/a/r2X1tpF) (https://imgur.com/a/tcvQVMS)
(https://imgur.com/a/r2X1tpF)
(https://imgur.com/a/tcvQVMS)
Below the surface, through the surface.
am I right in thinking the defence penalty for dome cities can only be toggled on or off (via the settings.json file), and can't be altered from its 0.05x multiplier to a 0.25x multiplier?
Im guessing "no atmosphere" is handled similarly to extreme heat/cold in that you can't change it.
As an extension of past ideas(from myself and others) with additional thought: What about a toggle for "extreme terraforming" to allow correcting extreme heat/cold and tectonic activity using upgrades to existing terraforming structures, then having an "unrealistic/extreme far future terraforming" option which is disabled by default and would allow the terraforming of any planet, including but not limited to: gas/ice giants, volcanic planets, and irradiated planets
Weird, didn't work last time I tried that, maybe it's because I've been using v8.4.2 and not the latest version?Im guessing "no atmosphere" is handled similarly to extreme heat/cold in that you can't change it.
As an extension of past ideas(from myself and others) with additional thought: What about a toggle for "extreme terraforming" to allow correcting extreme heat/cold and tectonic activity using upgrades to existing terraforming structures, then having an "unrealistic/extreme far future terraforming" option which is disabled by default and would allow the terraforming of any planet, including but not limited to: gas/ice giants, volcanic planets, and irradiated planets
Actually as long as you can place an atmo. processor, you can add an atmosphere iirc (same project as improving a thin or dense one)
Weird, didn't work last time I tried that, maybe it's because I've been using v8.4.2 and not the latest version?Im guessing "no atmosphere" is handled similarly to extreme heat/cold in that you can't change it.
As an extension of past ideas(from myself and others) with additional thought: What about a toggle for "extreme terraforming" to allow correcting extreme heat/cold and tectonic activity using upgrades to existing terraforming structures, then having an "unrealistic/extreme far future terraforming" option which is disabled by default and would allow the terraforming of any planet, including but not limited to: gas/ice giants, volcanic planets, and irradiated planets
Actually as long as you can place an atmo. processor, you can add an atmosphere iirc (same project as improving a thin or dense one)
I'd assume most who edit the settings file disable data collection if they notice it's an option, and of course LunaLib making changing the settings more accessible would most likely increase the number of people that adjust the settings. But that's just what I'd expect based on my own experiences including the fact I disable data collection any time I know it's an option.Weird, didn't work last time I tried that, maybe it's because I've been using v8.4.2 and not the latest version?Im guessing "no atmosphere" is handled similarly to extreme heat/cold in that you can't change it.
As an extension of past ideas(from myself and others) with additional thought: What about a toggle for "extreme terraforming" to allow correcting extreme heat/cold and tectonic activity using upgrades to existing terraforming structures, then having an "unrealistic/extreme far future terraforming" option which is disabled by default and would allow the terraforming of any planet, including but not limited to: gas/ice giants, volcanic planets, and irradiated planets
Actually as long as you can place an atmo. processor, you can add an atmosphere iirc (same project as improving a thin or dense one)
Did you look at the terraforming menu? There is a project to add an atmosphere to planets that don't have one.
"Extreme terraforming" or a similar concept may get implemented at some point in the future. The problem is that it would require a significant amount of development time to create and most users would not enable it. If I'm going to spend a lot of time on a feature I want it to be something a lot of players will use.
Back when I was collecting data the percentage of users who changed the settings file at all was only like 5% (assuming not many who edited the settings file disabled data collection). That percentage may have increased since I added LunaLib support but I have no way of knowing. Players who post in this thread are very much not representative of the total player base of TASC.
I've never actually built a siphon station before but i got 3 of those items that improve volatile yield from gas giants--what exactly does a siphon station do vs colonizing a gas giant and would i be able to use the item on the station? Are stations basically colonies without governors?
So I just learned that your weapons doctrine affects the loadout of the stations you build, saw a high tech station on reddit with several plasma cannons and lances, doe this behavior also apply to the AI Battlestations you can build?
Gaming laptop is out of commission for the time being, I'll get back to you on that in about... Whenever it's working again, lol.So I just learned that your weapons doctrine affects the loadout of the stations you build, saw a high tech station on reddit with several plasma cannons and lances, doe this behavior also apply to the AI Battlestations you can build?
I assume so. Test it and report back!
my farm was not producing anything. I think I had not researched the tech enough and had started the game shortly before I activated the mod, so my farm was already built...
after researching 2 farming related things (finished artisanal farming), my farm still did not produce anything.
so I shut it down, hoping that rebuilding it would solve the issue or bug.
but it does not show up anymore in the options for colony structures.... is there any way to fix this?
thanks for the help
edit:
so it turns out I lost the farmland a few months ago, and I got pollution a few months later. is this a thing from the base game? I don't remember that. and I also don't remember reading it in any mod description...
is it this mod who does this?
do i have to be in 0.96a i want to be in 95.1a and have this mod but I don't have the option if you could give me a older version i would love to download this mod
Artefact can be crafted in a pristine-forge-equipped orbital work but can't in an AotD supreme orbital work, or both kind.
Literally AotD super orbital works of both kind integrate pr-forge within, yet both work not with and without any forge.
I really like this mod, it adds great flexiblity to planing your colonies when the game refuses to give you good a system. But i have one complaint regarding resource improvement projects. its the fact that improving organic deposits is free. while for example improving farmland requires either 2 adequate worlds or a world and a station with terraforming structure on one of them, so there is adequate cost with it, however there is no reason not to improve organics deposits on cd since it costs literaly nothing other than time. All other projects require some work with costs associated with the structure upkeep and construction. soo i think some cost or prerequirement for it would be adequate. It fells weird to be able to just tell your colony to make more organic deposits for free.
Artefact can be crafted in a pristine-forge-equipped orbital work but can't in an AotD supreme orbital work, or both kind.
Literally AotD super orbital works of both kind integrate pr-forge within, yet both work not with and without any forge.
Hmm, I'll look into adding support for that new kind of forge in my next TASC update. Thanks for letting me know about this!
@qws2 they changed it now the terraforming is done through a "ability" on the bar. just select an empty spot and then you can put the terraforming menu there and use it.
Artefact can be crafted in a pristine-forge-equipped orbital work but can't in an AotD supreme orbital work, or both kind.
Literally AotD super orbital works of both kind integrate pr-forge within, yet both work not with and without any forge.
Hmm, I'll look into adding support for that new kind of forge in my next TASC update. Thanks for letting me know about this!
thx. AotD also has a problem that artefacts can't be INSTALLED TO OR UNINSTALLED FROM an upgraded industry.(e.g. A mantle bore can be installed into a Mining, but not a Benefication, with the latter requiring a mantle bore consumed to upgrade from the former. When you order an upgrade from a Mining to a Benefication and consume the bore within, you CAN install another bore to the upgrade-in-progress industry, but once completes, you can never install any bore, nor uninstall one if there is)
So it might be a little better to wait until AotD fixes such feature, or something would work weirdly, at least seemingly.
They already have that in asteroid processing, at stations.
I'm supposed to report this bug to you :)
https://imgur.com/a/p51VZKa
They probably think the defence strength multiplier is a bug and not intended to be extremely punishing.I'm supposed to report this bug to you :)
https://imgur.com/a/p51VZKa
Hey, I don't see anything bugged in that image. What am I missing?
6009841 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: illustratedEntities.helper.ImageHandler.setImage(Lcom/fs/starfarer/api/campaign/SectorEntityToken;LillustratedEntities/memory/ImageDataEntry;)V
java.lang.NoSuchMethodError: illustratedEntities.helper.ImageHandler.setImage(Lcom/fs/starfarer/api/campaign/SectorEntityToken;LillustratedEntities/memory/ImageDataEntry;)V
at data.campaign.econ.boggledTools.swapStationSprite(boggledTools.java:992)
at data.campaign.econ.conditions.Sprite_Controller.advance(Sprite_Controller.java:101)
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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
They probably think the defence strength multiplier is a bug and not intended to be extremely punishing.I'm supposed to report this bug to you :)
https://imgur.com/a/p51VZKa
Hey, I don't see anything bugged in that image. What am I missing?
I would like to file a complaint.Quote6009841 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: illustratedEntities.helper.ImageHandler.setImage(Lcom/fs/starfarer/api/campaign/SectorEntityToken;LillustratedEntities/memory/ImageDataEntry;)V
java.lang.NoSuchMethodError: illustratedEntities.helper.ImageHandler.setImage(Lcom/fs/starfarer/api/campaign/SectorEntityToken;LillustratedEntities/memory/ImageDataEntry;)V
at data.campaign.econ.boggledTools.swapStationSprite(boggledTools.java:992)
at data.campaign.econ.conditions.Sprite_Controller.advance(Sprite_Controller.java:101)
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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
aw crap there was a tooltip or something or a dialogue box that told me to report something but I messed up my screenshot. I'll let you know if I run into it again :(I'm supposed to report this bug to you :)
https://imgur.com/a/p51VZKa
Hey, I don't see anything bugged in that image. What am I missing?
aw crap there was a tooltip or something or a dialogue box that told me to report something but I messed up my screenshot. I'll let you know if I run into it again :(I'm supposed to report this bug to you :)
https://imgur.com/a/p51VZKa
Hey, I don't see anything bugged in that image. What am I missing?
But on another note, the "no terraforming gas giants" is that an engine limitation or a constraint you've decided upon in your mod?
if it's the latter it would be nice with an option to disable those limitations if I just wanna cheese a bit :)
aw crap there was a tooltip or something or a dialogue box that told me to report something but I messed up my screenshot. I'll let you know if I run into it again :(I'm supposed to report this bug to you :)
https://imgur.com/a/p51VZKa
Hey, I don't see anything bugged in that image. What am I missing?
But on another note, the "no terraforming gas giants" is that an engine limitation or a constraint you've decided upon in your mod?
if it's the latter it would be nice with an option to disable those limitations if I just wanna cheese a bit :)
Blocking terraforming of gas giants is a constraint I decided to impose in TASC. It's unfortunate that DIY Planets has been abandoned because I know many players would prefer a less restrictive system like the one DIY Planets has.
Is the new update save compatible?
aw crap there was a tooltip or something or a dialogue box that told me to report something but I messed up my screenshot. I'll let you know if I run into it again :(I'm supposed to report this bug to you :)
https://imgur.com/a/p51VZKa
Hey, I don't see anything bugged in that image. What am I missing?
But on another note, the "no terraforming gas giants" is that an engine limitation or a constraint you've decided upon in your mod?
if it's the latter it would be nice with an option to disable those limitations if I just wanna cheese a bit :)
Blocking terraforming of gas giants is a constraint I decided to impose in TASC. It's unfortunate that DIY Planets has been abandoned because I know many players would prefer a less restrictive system like the one DIY Planets has.
Can you be persuaded to add it as a toggle in the settings? :) you already have tons of things toggleable it's a singleplayer game so I'm only "ruining" my own experience
Firstly, this mod is REQUIRED for my Starsector install. It adds so much to the stock game play, I cannot help but to offer it my full endorsement. Shameless gushing aside, would it be possible to marks planets as terraforming complete? I tend to have quite a few planets, so the List planets with no terraforming project gets a bit cluttered. Thanks for the mod and for considering the request. Cheers!
Something I would like to see is the option to turn Extreme Heat planets into at least a desert planet (or a barren one) if not an arid one, if you say.. Terraform a Toxic world. Since you can get rid of the toxic atmosphere modifier but can't change its planet type if it has the Extreme Heat modifier.
It makes sense to me at least that if you get rid of the thick, toxic atmosphere that you would be left with either a desert planet or a barren-desert planet and not a.. toxic world without.. a toxic atmosphere.
Which could then in turn be turned slightly more habitable, or remove the atmosphere completely.
Something I would like to see is the option to turn Extreme Heat planets into at least a desert planet (or a barren one) if not an arid one, if you say.. Terraform a Toxic world. Since you can get rid of the toxic atmosphere modifier but can't change its planet type if it has the Extreme Heat modifier.
It makes sense to me at least that if you get rid of the thick, toxic atmosphere that you would be left with either a desert planet or a barren-desert planet and not a.. toxic world without.. a toxic atmosphere.
Which could then in turn be turned slightly more habitable, or remove the atmosphere completely.
I've already addressed "extreme heat" and "extreme cold" terraforming in this thread. Basically I don't want to spend a large amount of development time on something very few players would use.
As long as people know it's an option and how to do it, Im sure a lot of players would use the ability to manage extreme temperatures since it would make a lot of star systems much more appealing places to colonize.Something I would like to see is the option to turn Extreme Heat planets into at least a desert planet (or a barren one) if not an arid one, if you say.. Terraform a Toxic world. Since you can get rid of the toxic atmosphere modifier but can't change its planet type if it has the Extreme Heat modifier.
It makes sense to me at least that if you get rid of the thick, toxic atmosphere that you would be left with either a desert planet or a barren-desert planet and not a.. toxic world without.. a toxic atmosphere.
Which could then in turn be turned slightly more habitable, or remove the atmosphere completely.
I've already addressed "extreme heat" and "extreme cold" terraforming in this thread. Basically I don't want to spend a large amount of development time on something very few players would use.
As long as people know it's an option and how to do it, Im sure a lot of players would use the ability to manage extreme temperatures since it would make a lot of star systems much more appealing places to colonize.Something I would like to see is the option to turn Extreme Heat planets into at least a desert planet (or a barren one) if not an arid one, if you say.. Terraform a Toxic world. Since you can get rid of the toxic atmosphere modifier but can't change its planet type if it has the Extreme Heat modifier.
It makes sense to me at least that if you get rid of the thick, toxic atmosphere that you would be left with either a desert planet or a barren-desert planet and not a.. toxic world without.. a toxic atmosphere.
Which could then in turn be turned slightly more habitable, or remove the atmosphere completely.
I've already addressed "extreme heat" and "extreme cold" terraforming in this thread. Basically I don't want to spend a large amount of development time on something very few players would use.
To be honest for me it's less about the actual benefits for it (since I do agree with drawback and limitations). Sure it would be nice to make my toxic planet have 125% hazard rating instead of the current 150% hazard rating if I could turn it into a desert planet and therefore give it the habitable modifier (Since it would at least be a little bit more habitable. even if its a scorching furnace.. Think Tatooine?)
Mostly it's about the aesthetics for me, the RP. I mean, I removed the toxic atmosphere? It shouldn't be a toxic world anymore right? It would either be completely barren, barren-desert, or just a desert. With no change to the Extreme heat modifier, and with or without the habitable trait.
As for the Extreme Cold modifier.. well I don't really have a planet in mind there aside from Frozen I guess or just Barren, Since Tundra wouldn't make sense. There'd be no liquid water anywhere on the surface after all, so no vegetation aside from whatever is under the ice. (Barotrauma flashbacks)
But then, terraforming a frozen world doesn't quite make sense unless you somehow manage to melt all the ice.. which would leave you with a massive ball of water with a rocky core I suppose but.. Doesn't seem possible. same with a Cryovolcanic one. As with a regular volcanic one? Whilst I do say it's easier to terraform those.... it isn't within the time frame we're seeing with the other planets. Sure you could chuck a ton of water-ice asteroids down on it and start the same process Earth went through billions of years ago but.. that process would take hundreds if not thousands of years to come to fruition.
Am I making sense?
In either case I love this mod, it's 100% a must have for any run. I made 1 system with 5 planets (1 being a desert planet) end up with a Terran world, a Tundra world, a mining station and the before mentioned toxic world. Still got two more barren planets to go. And I love it to bits.
-snip-
Yeah, I get that there are some odd situations like the one you mentioned where it seems like the planet should just change type automatically based on the conditions present. That was something I considered for the terraforming system for TASC, but it's just not workable given the enormous number of possibilities and the ambiguity of some situations.
-snip-
Yeah, I get that there are some odd situations like the one you mentioned where it seems like the planet should just change type automatically based on the conditions present. That was something I considered for the terraforming system for TASC, but it's just not workable given the enormous number of possibilities and the ambiguity of some situations.
In this given situation, wouldn't it be more prudent to "simply" add a desert planet as a terraforming option, locked it into hot or extreme heat as a requirement? Since its the only habitable planet type not in the current list. It might open up a bit too many planets for terraforming I suppose, since you would also be able to terraform any other barren body that has the Extreme heat condition. But at most you're only cutting the hazard rating penalty down by half, from the Habitable modifier, and you'd still be stuck with a permanent 25% hazard rating.
This way you'd still need the Stellar reflectors (even if you'd demolish them afterwards), the atmosphere processor and probably a moderate amount of water to make it even slightly habitable. Meaning you still put in the effort, the credits and the logistics into terraforming it, for an admittedly minor improvement.
With the water requirement it also locks you into systems that have an asteroid field/belt or a frozen or Cryovolcanic world (And the required buildings to fling ice at it) as a requisite for even doing it. This would stop people from being able to make every damn planet in the entire sector a habitable planet at least.
I at least feel that balances it out in some ways as to not make it a positive change with no drawback.
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Is it possible in vanilla for a desert planet (or any other planet type) to be procedurally generated with both extreme heat and habitable? If I recall correctly it's not.
Accepted a water delivery mission from a dockside bar. One unit of water actually requires 10 units of storage. 4680 units were given to me for delivery. So that's 46,800 units cargo capacity.
Is this a bug or supposed to be something you just know? The info on water in the game doesn't say anything specific on this.
Accepted a water delivery mission from a dockside bar. One unit of water actually requires 10 units of storage. 4680 units were given to me for delivery. So that's 46,800 units cargo capacity.
Is this a bug or supposed to be something you just know? The info on water in the game doesn't say anything specific on this.
seems not compatible well with the new missles added in 0.96
Hi.
I really enjoy the mod however when i try to improve the farmland on my colony it says that it doesn't have enough water even though i already have an asteroid processor.
is there anything i may have missed?
Hi.
I really enjoy the mod however when i try to improve the farmland on my colony it says that it doesn't have enough water even though i already have an asteroid processor.
is there anything i may have missed?
I'm glad you're enjoying TASC!
Is the asteroid processor in the same system as the planet you're trying to terraform?
Hi.
I really enjoy the mod however when i try to improve the farmland on my colony it says that it doesn't have enough water even though i already have an asteroid processor.
is there anything i may have missed?
I'm glad you're enjoying TASC!
Is the asteroid processor in the same system as the planet you're trying to terraform?
yes
here are the screenshots. I'm sorry if they're blurry, the forum has a max attachment size of 192kb.Hi.
I really enjoy the mod however when i try to improve the farmland on my colony it says that it doesn't have enough water even though i already have an asteroid processor.
is there anything i may have missed?
I'm glad you're enjoying TASC!
Is the asteroid processor in the same system as the planet you're trying to terraform?
yes
Hmm, that's interesting. Can you please post screenshots of both the station market with the asteroid processor and the planet market you're trying to terraform, as well as a screenshot of the terraforming menu showing you don't have water?
here are the screenshots. I'm sorry if they're blurry, the forum has a max attachment size of 192kb.Hi.
I really enjoy the mod however when i try to improve the farmland on my colony it says that it doesn't have enough water even though i already have an asteroid processor.
is there anything i may have missed?
I'm glad you're enjoying TASC!
Is the asteroid processor in the same system as the planet you're trying to terraform?
yes
Hmm, that's interesting. Can you please post screenshots of both the station market with the asteroid processor and the planet market you're trying to terraform, as well as a screenshot of the terraforming menu showing you don't have water?
I gave my astropolis to them and i was able to improve the farmland. Thank you for your help.here are the screenshots. I'm sorry if they're blurry, the forum has a max attachment size of 192kb.Hi.
I really enjoy the mod however when i try to improve the farmland on my colony it says that it doesn't have enough water even though i already have an asteroid processor.
is there anything i may have missed?
I'm glad you're enjoying TASC!
Is the asteroid processor in the same system as the planet you're trying to terraform?
yes
Hmm, that's interesting. Can you please post screenshots of both the station market with the asteroid processor and the planet market you're trying to terraform, as well as a screenshot of the terraforming menu showing you don't have water?
It appears the station markets with the asteroid processor are from a different faction than the planet you're trying to terraform. This will prevent them from providing water to the planet. Did you purchase governance of Mairaath using Nexerelin?
Hi, something I don't really understand, what planet type has "moderate/large amount of water present" apart from water world?
Hi, something I don't really understand, what planet type has "moderate/large amount of water present" apart from water world?
Cryovolcanic and frozen worlds have a high amount of water and allow you to build a sling on them
From what I have tested and seen just about every habitable planet other than deserts (Tundra,Terran,Jungle) seem to have a moderate amount of water, I have no idea about non habitable ones.
Hello, is this save compatible or do I need a new save?
Hello, is this save compatible or do I need a new save?
TASC can be added to an existing save but it cannot be removed from a save once added.
I have to ask, why, lol.
Hello, is this save compatible or do I need a new save?
TASC can be added to an existing save but it cannot be removed from a save once added.
Cheers man, having lots of fun so far with this mod.
few questions:
1)Does Chameleon have to be on planet with decivilized subpopulation to get ride of it, or is ti enough for it to be in the system?
2)What exacly Atmoisphere Processor does? I couldnt find detailed description anywhere.
For some reason after installing industrial evolution and starting a new game I cant see most of the terraforming buildings anymore, but I see domed cities? I have thin atmosphere and instead of domes I want to make the atmospheric terraforming building, but it's just not there.
may i suggest adding a desalination industry or structure that would allow for use of water from planets where it is too salty?I have to ask, why, lol.
Do we use sea water for land-based agriculture on Earth? It's my understanding that we don't because the seas are full of salt, which kills plants.Hello, is this save compatible or do I need a new save?
TASC can be added to an existing save but it cannot be removed from a save once added.
Cheers man, having lots of fun so far with this mod.
I'm glad you're enjoying TASC!
may i suggest adding a desalination industry or structure that would allow for use of water from planets where it is too salty?I have to ask, why, lol.
Do we use sea water for land-based agriculture on Earth? It's my understanding that we don't because the seas are full of salt, which kills plants.Hello, is this save compatible or do I need a new save?
TASC can be added to an existing save but it cannot be removed from a save once added.
Cheers man, having lots of fun so far with this mod.
I'm glad you're enjoying TASC!
also you could link the usability of water on a planet to the amount of ores because most of the salt in the sea is from dissolved rocks(you could even make it so the larger ore levels make Dino parks more expensive to maintain) regardless this mod is incredible and a lot of fun thank you for making it.
Found a minor bug: you can install the Plasma Dynamo in a mining station even though it's not orbiting a gas giant. It gives no benefits but it still shouldn't be installable.
Q. Do kletka simulators (and ill ask for supercomputers too despite being IndEvo I think) still work even though I've granted autonomy via nexerelin? I'm assuming since tech-mining doesnt, kletka wont work as well.
So, with Indevo's update, they added new "planetary governance" buildings, with the hidden arcology in particular having some implications.
How would the game handle havig both the underwater cities and underwater version of the hidden arcology? Is it just doubling down on defensiveness?
And for the land-based, would the domed cities and hidden arcology be alternate ways of handlig the same issue? With the arcology compromisig production instead of defense, while domes keep production and tank defense?
Would there be any cross-mod interaction there?
Is TASC compatible with "Lobster Proliferation (https://fractalsoftworks.com/forum/index.php?topic=19933.0)" ? is it possible to make them compatible ?
I'm not familiar with that mod. TASC doesn't modify the economy or mechanics of how lobsters work - it merely allows the player to add the lobster resource to certain planets. I think they should be compatible so please test it and let me know if there's an issue!
Is TASC compatible with "Lobster Proliferation (https://fractalsoftworks.com/forum/index.php?topic=19933.0)" ? is it possible to make them compatible ?I'm not familiar with that mod. TASC doesn't modify the economy or mechanics of how lobsters work - it merely allows the player to add the lobster resource to certain planets. I think they should be compatible so please test it and let me know if there's an issue!
I'm not familiar with that mod. TASC doesn't modify the economy or mechanics of how lobsters work - it merely allows the player to add the lobster resource to certain planets. I think they should be compatible so please test it and let me know if there's an issue!
Out of curiosity, I've noticed that lobster planets don't...actually sell lobster. Like, it appears in their storage, but they don't export it. Is there a reason for that?
Is TASC compatible with "Lobster Proliferation (https://fractalsoftworks.com/forum/index.php?topic=19933.0)" ? is it possible to make them compatible ?I'm not familiar with that mod. TASC doesn't modify the economy or mechanics of how lobsters work - it merely allows the player to add the lobster resource to certain planets. I think they should be compatible so please test it and let me know if there's an issue!
The lobster proliferation mod seems to have a flaw in that it says soil is needed to build the aquaculture building ???
Which might have some odd interactions with TASC's terraforming, should you change a planet to a water world.
But nothing that can't be mitigated by use of console commands.
The lobster proliferation mod seems to have a flaw in that it says soil is needed to build the aquaculture building ???
Which might have some odd interactions with TASC's terraforming, should you change a planet to a water world.
But nothing that can't be mitigated by use of console commands.
If lobster proliferation works properly on a vanilla water world it should work fine on a water world created using TASC. If the planet is terraformed to a different type after the lobster proliferation building has already been constructed then there might be unintended behavior.
@Override
public boolean isAvailableToBuild() {
if (!super.isAvailableToBuild()) return false;
boolean aquaculture = Industries.AQUACULTURE.equals(getId());
boolean canAquaculture = market.getPlanetEntity() != null &&
AQUA_PLANETS.contains(market.getPlanetEntity().getTypeId());
if (aquaculture != canAquaculture) return false;
for (MarketConditionAPI mc : market.getConditions()) {
if (ResourceDepositsCondition.COMMODITY.get(mc.getId()) == null) {
return false;
}
String commodity = ResourceDepositsCondition.COMMODITY.get(mc.getId()).toString();
if (commodity != null) {
String industry = ResourceDepositsCondition.INDUSTRY.get(commodity).toString();
if (Industries.FARMING.equals(industry)) return true;
}
}
return false;
}
public boolean isAvailableToBuild() {
if (!super.isAvailableToBuild())
return false;
boolean aquaculture = "aquaculture".equals(getId());
boolean canAquaculture = (this.market.getPlanetEntity() != null &&
AQUA_PLANETS.contains(this.market.getPlanetEntity().getTypeId()));
if (aquaculture != canAquaculture)
return false;
for (MarketConditionAPI mc : this.market.getConditions()) {
String commodity = (String)ResourceDepositsCondition.COMMODITY.get(mc.getId());
if (commodity != null) {
String industry = (String)ResourceDepositsCondition.INDUSTRY.get(commodity);
if ("farming".equals(industry))
return true;
}
}
return false;
}
This planet type is unsupported by TASC. Planet type nskr_ice_desert
CodeThis planet type is unsupported by TASC. Planet type nskr_ice_desert
I don't know what mod "nskr" is. If I google it Seeker comes up, but I don't have it installed so it can't be that.
The lobster proliferation mod seems to have a flaw in that it says soil is needed to build the aquaculture building ???
Which might have some odd interactions with TASC's terraforming, should you change a planet to a water world.
But nothing that can't be mitigated by use of console commands.
If lobster proliferation works properly on a vanilla water world it should work fine on a water world created using TASC. If the planet is terraformed to a different type after the lobster proliferation building has already been constructed then there might be unintended behavior.
so i just tested this. aquaculture works fine if you try to build it on a natural water world, but it's broken on a terraformed water world.
here's a quick and dirty fix that works for me:
head into \Lobster Proliferation 2.0.0\data\scripts\campaign, and open LobsterFarming
then find this code:Code@Override
public boolean isAvailableToBuild() {
if (!super.isAvailableToBuild()) return false;
boolean aquaculture = Industries.AQUACULTURE.equals(getId());
boolean canAquaculture = market.getPlanetEntity() != null &&
AQUA_PLANETS.contains(market.getPlanetEntity().getTypeId());
if (aquaculture != canAquaculture) return false;
for (MarketConditionAPI mc : market.getConditions()) {
if (ResourceDepositsCondition.COMMODITY.get(mc.getId()) == null) {
return false;
}
String commodity = ResourceDepositsCondition.COMMODITY.get(mc.getId()).toString();
if (commodity != null) {
String industry = ResourceDepositsCondition.INDUSTRY.get(commodity).toString();
if (Industries.FARMING.equals(industry)) return true;
}
}
return false;
}
and replace it with the vanilla aquaculture code here:Codepublic boolean isAvailableToBuild() {
if (!super.isAvailableToBuild())
return false;
boolean aquaculture = "aquaculture".equals(getId());
boolean canAquaculture = (this.market.getPlanetEntity() != null &&
AQUA_PLANETS.contains(this.market.getPlanetEntity().getTypeId()));
if (aquaculture != canAquaculture)
return false;
for (MarketConditionAPI mc : this.market.getConditions()) {
String commodity = (String)ResourceDepositsCondition.COMMODITY.get(mc.getId());
if (commodity != null) {
String industry = (String)ResourceDepositsCondition.INDUSTRY.get(commodity);
if ("farming".equals(industry))
return true;
}
}
return false;
}
CodeThis planet type is unsupported by TASC. Planet type nskr_ice_desert
I don't know what mod "nskr" is. If I google it Seeker comes up, but I don't have it installed so it can't be that.
CodeThis planet type is unsupported by TASC. Planet type nskr_ice_desert
I don't know what mod "nskr" is. If I google it Seeker comes up, but I don't have it installed so it can't be that.
it's from lost sector.
Thank you. In hindsight I think I could have used Notepad++'s "find in files" feature to discover which mod it was, I even used it before to clean up a couple dumb "tips".Thank you! I'll try to release a patch soon to add support.it's from lost sector.CodeI don't know what mod "nskr" is. If I google it Seeker comes up, but I don't have it installed so it can't be that.This planet type is unsupported by TASC. Planet type nskr_ice_desert
Domain-Era Artifacts have a global market value of 8,000, making it incredibly unprofitable to build the Domain Archeology industry and take up an industry slot.
Are there any thoughts on somehow increasing this to make ruins a more valuable market condition and Domain Archeology a viable industry? Or is the extremely low market value purposeful?
I think Domain-era artifacts have a high market value individually relative to other commodities, right?
The primary purpose of the Domain Archaeology building is not to generate income through exports. In vanilla, the maximum available amount of Domain-era artifacts produced by NPC colonies is only four, whereas many of the more powerful buildings in TASC require more than that. The player having a large colony with Domain Archaeology is meant to be a sort of "gate" to the late game content in TASC.
I think Domain-era artifacts have a high market value individually relative to other commodities, right?
Their value as an item is high, but their global market value as a commodity is extremely low relative to other commodities
The primary purpose of the Domain Archaeology building is not to generate income through exports. In vanilla, the maximum available amount of Domain-era artifacts produced by NPC colonies is only four, whereas many of the more powerful buildings in TASC require more than that. The player having a large colony with Domain Archaeology is meant to be a sort of "gate" to the late game content in TASC.
Oh okay, this makes sense. Sort of like how most of AoTD's resources are extremely unprofitable (aside from rectifates and biotics) and act as a sort of secondary tech tree?
Did you also install Ashes of the Domain? It has a research system where many TASC buildings must be researched before they can be built.
Was playing The Last Hurrah and was thinking about what the Pathers did to Mayasura for terraforming, any thoughts on adding interaction with Pathers for something similar for "making a false paradise" as they'd say?
Possible bug: Making a new station, be if Mining or Siphon, will not register as creating your own faction despite being owned by you, for whatever reason the game doesn't treat the making of one as making your own faction, I noticed it when I didn't get the faction creator screen but more importantly colonizing a planet afterwards then gives me the creation screen.
Hello boggled. First off, thank you for this amazing mod. It has been a staple of my playthroughs since I first came across it a few years ago and I appreciate your continued support of it. In the OP you mention you don't want to spend energy on allowing the colonization of all stations. While I understand lootable stations are a headache codewise, does this also extend to the "landmark" stations like the abandoned spacedock in Kumari Kandam?
I just read the sling only works in the same system. Shame all my colonized plantes have no elligible plantes to build it on. It seems a tad underpowered to be honest.
I just read the sling only works in the same system. Shame all my colonized plantes have no elligible plantes to build it on. It seems a tad underpowered to be honest.
Possible bug: Making a new station, be if Mining or Siphon, will not register as creating your own faction despite being owned by you, for whatever reason the game doesn't treat the making of one as making your own faction, I noticed it when I didn't get the faction creator screen but more importantly colonizing a planet afterwards then gives me the creation screen.
Yeah, this is a bug. I've tried to solve it before but I was unable to figure it out.
As far as I'm aware, it's basically just a visual bug, right? There's no gameplay impact or other problems caused by it?
RE: The station faction information bug, something you can do is manually set your faction information after founding a station first by "renaming" your faction in the colony screen. If you do that the game will still bring up the faction naming window when you colonize a planet, but the information you put in earlier will still be there, so you can just click confirm.Yeah I did that, what has me concerned is if there's something going on in the background that will cause a mess, so far nothing though which is hopeful.
I believe there may be an issue with this mod and either AotD or IndEvo, in that seafloor cities appear to be unbuildable. When trying to construct one, it disappeared from the planet when switching from queued to building; its also no longer in the construction list at all
Interesting, I haven't seen that bug before. Can you please some screenshots or a video of the situation?I can try, not sure if I can get it to repeat though. It is for sure not buildable on my two ocean worlds currently, though
Thank you for this mod! It makes the game a lot more fun to play!
I don't know, when you switched from accessing terraforming from a planet's menu to its own menu, but it is a real step up in useability. But there's a thing that would make the menu even more useful. Would it be possible to only list planets where you can actually start a terraforming project? That's because all the planets that have been fully "optimized" start to clutter the menu of "planets without ongoing projects". I'm aware that it's not that straightforward, because you can always change between planet types (even though you wouldn't). Maybe give an option to mark planets as "finished" so they won't be listed?
What would also be nice is to list the missing building(s) that prevent you from terraforming further right in the menu. Currently you only see what's missing when you actually select "change into terran" for example.
You could make use of colors for the menu entries: orange = needs a building to do something, yellow = can do something, green = can do something, but it is currently already optimal (so mostly for the planet type change option). If something can't be done at all (like improving farmland on a barren planet, resources already improved to the max, weather already mild) don't show the option at all.
In short: currently there's a lot of going through the menus only to find out that you can't do anything.
Rather than hiding invalid terraforming entries, could you perhaps color-code them? It'd make it much easier to sort through a planet that is "mostly optimized" without checking every menu just in case.
Absolutely amazing mod, just one small question though, is there a reason (such as balance or whatnot) to why mining stations cant be built say, around a planet? I have this volcanic planet that got mega deposits, but i don't want to deal with its 225 haz...
I definitely don't want to hide projects that aren't possible on a given planet - the player should be able to view those projects and the requirements, and why they can't be done. Similarly, hiding planets where no projects can be started would prevent the player from viewing the possible projects and their requirements. I know most players won't read a lengthy forum post explaining the terraforming system, so I think showing players the projects and their requirements (even those that can't be done) in-game is the best way to teach them how the system works.Sure, people have to get from somewhere, how the mod works. But in my opinion always showing all options does the opposite, because it is distracting or confusing.
Regarding changing the color of the entries, it might be confusing to players why an entry is a certain color until they've used the menu a lot and learned the meaning of the colors, but by that point they'll already know the requirements for the different projects.That's for the actions that can't be done because of missing prerequisites. It doesn't necessarily have to be red, green, yellow aso. But Colorcoding is also done in the game in a lot of places. If you don't have enough story points or credits or resources to perform an action the entry/button is there, but greyed out. That's also a form of color coding and pretty universal. Usually when you try to select/activate such an entry anyway, that's when you get that "not possible sound", a message or tooltip why it can't be done.
I'm not sure printing which buildings are missing before the player enters into a menu is a good idea. It will clutter up the text panel and might be confusing if there are projects with different building requirements.That was an alternative to color coding.
But in my opinion always showing all options does the opposite, because it is distracting or confusing.
My point is usability. Currently there is A LOT of clicking and going through menus only to find out that most of the actions CAN'T be performed. This becomes especially tedious if you have 10 or more colonies, where remembering what you already did on what planet or want to do is pretty much impossible (unless you're some kind of genius in memorizing stuff). If I come back to a game after a few days, it becomes a game of trial and error going through almost every menu for almost every planet to "learn" where I was when I left off.
But in my opinion always showing all options does the opposite, because it is distracting or confusing.
Trust me, the alternative would be worse. Players would expect to see a certain project, and when they don't see it, they would come here and report it as a bug that it's missing, not knowing that one of the requirements is impossible for that planet.My point is usability. Currently there is A LOT of clicking and going through menus only to find out that most of the actions CAN'T be performed. This becomes especially tedious if you have 10 or more colonies, where remembering what you already did on what planet or want to do is pretty much impossible (unless you're some kind of genius in memorizing stuff). If I come back to a game after a few days, it becomes a game of trial and error going through almost every menu for almost every planet to "learn" where I was when I left off.
I totally agree with this criticism and I intend to try to improve the terraforming menu in my next major patch.
Although the terraforming menu is not ideal in its current state, I wasn't able to find a better way to implement it. Ideally it would be part of the colony management screen, but I don't think that's feasible without overwriting vanilla files, which I want to avoid.
But in my opinion always showing all options does the opposite, because it is distracting or confusing.
Trust me, the alternative would be worse. Players would expect to see a certain project, and when they don't see it, they would come here and report it as a bug that it's missing, not knowing that one of the requirements is impossible for that planet.My point is usability. Currently there is A LOT of clicking and going through menus only to find out that most of the actions CAN'T be performed. This becomes especially tedious if you have 10 or more colonies, where remembering what you already did on what planet or want to do is pretty much impossible (unless you're some kind of genius in memorizing stuff). If I come back to a game after a few days, it becomes a game of trial and error going through almost every menu for almost every planet to "learn" where I was when I left off.
I totally agree with this criticism and I intend to try to improve the terraforming menu in my next major patch.
Although the terraforming menu is not ideal in its current state, I wasn't able to find a better way to implement it. Ideally it would be part of the colony management screen, but I don't think that's feasible without overwriting vanilla files, which I want to avoid.
You might already have done this for all I know but perhaps the folks responsible for Grand Colonies could help. After all, that mod modifies the UI of the colony management screen and adds a scroll bar. As an example - Maybe they'll know how to add a terraforming button there.
Just wanted to ask a few questions and also say the mod is amazing as always!
There's a condition named meteor impacts that gives 50% hazard rating. TASC is planing to add some terraforming project to fight this hazard or eliminate it? It can be in the form of some planet defense that destroys the asteroids before they land on a planet.
It could be locked as others research projects if vaults of knowledge is active on the game. This could be a good addition because there's vanilla planets like Maxios on the Magec System that have history and can be settled down for roleplay reasons and terraform it to make it habitable again.
Second, there's a plan of adding an terraforming project that eliminates or mitigates the deciviliced population hazard? Like a quick one that fast, and cheap way that eliminates the dissidents but at the cost of not receiving bonuses in population and maybe causing riots or a rebelion on the planet. Maybe a peaceful option increase the grow rate of the colony but is way expensive than the other one.
In the description of the chamaleon, it says it eliminates dissident populations and when I use it on a colony that has this hazard threat, it doesn't do it at all. Maybe this could be added.
I'm also pointing out that with the vaults of knowledge mod, then you have solar reflectors or the mining drones on a Station, and you use the upgraded version farm and mining industries from VOK, the +2 Bonus of farming and the bonuses from the mining drones won't give also any bonuses if the industries are upgraded.
Lastly, on my last playthrough, the chamaleon didn't work at all, causing me to use story points if I wanted to move the IA of one planet to another.
As always you mod is the best in terms of terraforming and the potential is huge.
Thanks for your hard work.
Just wanted to ask a few questions and also say the mod is amazing as always!
There's a condition named meteor impacts that gives 50% hazard rating. TASC is planing to add some terraforming project to fight this hazard or eliminate it? It can be in the form of some planet defense that destroys the asteroids before they land on a planet.
It could be locked as others research projects if vaults of knowledge is active on the game. This could be a good addition because there's vanilla planets like Maxios on the Magec System that have history and can be settled down for roleplay reasons and terraform it to make it habitable again.
Second, there's a plan of adding an terraforming project that eliminates or mitigates the deciviliced population hazard? Like a quick one that fast, and cheap way that eliminates the dissidents but at the cost of not receiving bonuses in population and maybe causing riots or a rebelion on the planet. Maybe a peaceful option increase the grow rate of the colony but is way expensive than the other one.
In the description of the chamaleon, it says it eliminates dissident populations and when I use it on a colony that has this hazard threat, it doesn't do it at all. Maybe this could be added.
I'm also pointing out that with the vaults of knowledge mod, then you have solar reflectors or the mining drones on a Station, and you use the upgraded version farm and mining industries from VOK, the +2 Bonus of farming and the bonuses from the mining drones won't give also any bonuses if the industries are upgraded.
Lastly, on my last playthrough, the chamaleon didn't work at all, causing me to use story points if I wanted to move the IA of one planet to another.
As always you mod is the best in terms of terraforming and the potential is huge.
Thanks for your hard work.
I'm glad you're enjoying TASC!
There is a "hidden" building that can be unlocked via vanilla quests that will suppress the hazard from meteor impacts.
CHAMELEON can eliminate the decivilized subpopulation condition. Can you please post a screenshot of the tooltip of CHAMELEON and the colony management screen for a situation where it's not doing this?
I'm not sure what you're referring to with the VOK mod issue. TASC Stellar Reflector Arrays cannot be built on station markets so there should be no circumstance where you could have Mining Drones and Stellar Reflector Array on the same colony.
Just wanted to ask a few questions and also say the mod is amazing as always!
There's a condition named meteor impacts that gives 50% hazard rating. TASC is planing to add some terraforming project to fight this hazard or eliminate it? It can be in the form of some planet defense that destroys the asteroids before they land on a planet.
It could be locked as others research projects if vaults of knowledge is active on the game. This could be a good addition because there's vanilla planets like Maxios on the Magec System that have history and can be settled down for roleplay reasons and terraform it to make it habitable again.
Second, there's a plan of adding an terraforming project that eliminates or mitigates the deciviliced population hazard? Like a quick one that fast, and cheap way that eliminates the dissidents but at the cost of not receiving bonuses in population and maybe causing riots or a rebelion on the planet. Maybe a peaceful option increase the grow rate of the colony but is way expensive than the other one.
In the description of the chamaleon, it says it eliminates dissident populations and when I use it on a colony that has this hazard threat, it doesn't do it at all. Maybe this could be added.
I'm also pointing out that with the vaults of knowledge mod, then you have solar reflectors or the mining drones on a Station, and you use the upgraded version farm and mining industries from VOK, the +2 Bonus of farming and the bonuses from the mining drones won't give also any bonuses if the industries are upgraded.
Lastly, on my last playthrough, the chamaleon didn't work at all, causing me to use story points if I wanted to move the IA of one planet to another.
As always you mod is the best in terms of terraforming and the potential is huge.
Thanks for your hard work.
I'm glad you're enjoying TASC!
There is a "hidden" building that can be unlocked via vanilla quests that will suppress the hazard from meteor impacts.
CHAMELEON can eliminate the decivilized subpopulation condition. Can you please post a screenshot of the tooltip of CHAMELEON and the colony management screen for a situation where it's not doing this?
I'm not sure what you're referring to with the VOK mod issue. TASC Stellar Reflector Arrays cannot be built on station markets so there should be no circumstance where you could have Mining Drones and Stellar Reflector Array on the same colony.
Sorry, I didnt explain well at last.
VOK has upgrades to mining and farming.
Subzidiced farming and Fracking are the ones that keep the vanilla comodities. If you have a planet with the solar reflectors that gives +2 farming bonus and upgrade the farming to the improved version of the VOK mod, the +2 Bonus wont be applied to the industry unless you downgrade it again to normal farming.
Its the same with mining drones. If you have a station with mining drones and an alpha core, you should get +3 production but if you upgrade the industry to fracking, you wont get the bonus at all, making fracking or the mining drones useless, depends of which options will produce the most.
Il try to DM you on discord for the chamaleon Issue.
Is it possible to adjust the outcome of Kletka Simulator? Got a little upset with improved + alpha core Keltka gave me 0 core for 3 months straight (XCom moment).
Enjoying the mod, I'd like to request an option to add extreme cold/hot to the Stellar Array even if being toggled in settings. Balancing be damned I want to craft perfection. 8)
Possible bug: Fullerene Spool cannot be installed on ports with extreme techonomic activity despite the Harmonic Dampener neutralizing the effect.
EDIT: Catalytic Core is also effect by this, making it impossible to upgrade VoK Crystallizator.
Just had a thought, what do you think of decreasing the ground defense penalty for Domes if the planet has a Planetary Shield on it? I tend to pick Volcanic worlds for AoTD Benification and extreme heat for Cryo engine, often making the domes needed to counter common hazards, if the planet has the shield wouldn't it make some sense for the penalty to be reduced?
Hey, just wanted to mention that there is a planet type I ran across that isn't supported by TASC (I tried placing an atmospheric processor and it gave me a message to reply here about it?)
Not sure which mod it's from-- I thought it might be from US and checked the assets but didn't see anything regarding it in either the graphical assets or the data files (it also hasn't had any new planet types added since it is technically outdated).
Didn't see anyone else mention this after searching the forum so I figured this might be recent. Attached a pic of the planet in question.
Frozen Desert World? (https://steamuserimages-a.akamaihd.net/ugc/2036245141339294153/A0A497306D1E868C0597CB2D379092EFB4214B79/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false)
I have a ton of mods active but I did a quick lookthrough of any that might be relative to the issue and/or adds planet types (AOTD, IE, Nex, LS, HMI) but none mention this type so I'm not sure.
Let me know if there's anything I can do to help make this easier for you! Love the mod!
(also note, it doesn't crash or anything and I otherwise don't have any issues with the planet, it's just giving me the message that it's not supported)
Hey, just wanted to mention that there is a planet type I ran across that isn't supported by TASC (I tried placing an atmospheric processor and it gave me a message to reply here about it?)
Not sure which mod it's from-- I thought it might be from US and checked the assets but didn't see anything regarding it in either the graphical assets or the data files (it also hasn't had any new planet types added since it is technically outdated).
Didn't see anyone else mention this after searching the forum so I figured this might be recent. Attached a pic of the planet in question.
Frozen Desert World? (https://steamuserimages-a.akamaihd.net/ugc/2036245141339294153/A0A497306D1E868C0597CB2D379092EFB4214B79/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false)
I have a ton of mods active but I did a quick lookthrough of any that might be relative to the issue and/or adds planet types (AOTD, IE, Nex, LS, HMI) but none mention this type so I'm not sure.
Let me know if there's anything I can do to help make this easier for you! Love the mod!
(also note, it doesn't crash or anything and I otherwise don't have any issues with the planet, it's just giving me the message that it's not supported)
Hey, I'm glad you're enjoying TASC!
The atmosphere processor tooltip should say something like "the planet type is:" followed by the ID of the planet type. Can you please screenshot the tooltip itself so I can see the ID and add support?
Thanks for reporting this!
to be clear, frozen deserts are from lost_sector.
to be clear, frozen deserts are from lost_sector.
Ah, must've missed it when looking through. Thanks!
Hi guys,
Can anybody tell me if hydroponics has any downsides vs farming except the cost. It takes one less input and produces one more output. Seems OP as ***.
Hi guys,
Can anybody tell me if hydroponics has any downsides vs farming except the cost. It takes one less input and produces one more output. Seems OP as ***.
It is OP. Which is probably why it's turned off by default in the settings.
Is there a way to disable condition-based special items such as mantle bores and catalytic cores from being used on all stations? So far the only setting I've found allows the disabling of their use on non-TASC stations. As the item conditions were meant to restrict their use to otherwise non-viable planets, being allowed to use them on 100% hazard stations doesn't seem appropriate. So far this is the only issue I have with picking up this mod, as everything else is readily customizable.
Also, if you recolonize abandoned astropoli or siphon stations (Such as the ones in Mairaath and Yma) do they regain their original functionality (eg. the siphon station will now siphon volatiles from its gas giant)? I'm curious as to whether this will still work even if I have construction of astropoli and siphon stations disabled.
Lastly, I feel existing faction mining stations such as Nova Maxios, Tigra City, and the various pirate belt stations should count against the mining station limit. Not a major issue, but it'd be nice for consistency.
What mod allows for disabling special items on non-TASC stations? I didn't provide this option for technical reasons but if someone else found a good solution perhaps I could implement it in TASC.
By default, stations cannot slot the "no atmosphere" special items, but I fixed this by overwriting the no atmosphere condition, putting it on all stations, and having it hide and suppress itself on stations so visually the player won't see it. This will break compatibility with any other mod which overwrites no atmosphere, but to my knowledge there are none at this time that do so.
Appreciate the answers! :)What mod allows for disabling special items on non-TASC stations? I didn't provide this option for technical reasons but if someone else found a good solution perhaps I could implement it in TASC.
# Applies Cramped Quarters (if enabled), applies hazard and accessibility modifiers, and
# enables "no atmosphere" special items on all stations sector-wide.
# If set to false, only stations created using Terraforming & Station Construction will have the above features applied to them.
"boggledApplyStationSettingsToAllStationsInSector":true,
It's a boolean in the TASC's settings.json and LunaLib settings files. It'd be an improvement if it applied to TASC stations too, as it doesn't make much sense (from both a logic and gameplay perspective) for it to only apply to non-TASC stations. From what I've read earlier in the thread it would entail the removal of the hidden 'no atmosphere' condition described here:By default, stations cannot slot the "no atmosphere" special items, but I fixed this by overwriting the no atmosphere condition, putting it on all stations, and having it hide and suppress itself on stations so visually the player won't see it. This will break compatibility with any other mod which overwrites no atmosphere, but to my knowledge there are none at this time that do so.
(market.getPlanetEntity() != null && !market.getPlanetEntity().isGasGiant())
Given that the feature would not work for the plasma dynamo, and that it could cause incompatibilities with other mods, I think it's best not to make changes to allow disabling special items on stations, especially since the player can simply not install them if they don't want to.
Where is Asteroid Processing? I have a siphon station and asteroid belts in the system, and a barren planet to terraform, but Asteroid Processing just... doesn't appear to exist. It doesn't even show up when searching industries in the console, or when looking at the industries.csv file in the mod directory.
Am I crazy? Blind?
Given that the feature would not work for the plasma dynamo, and that it could cause incompatibilities with other mods, I think it's best not to make changes to allow disabling special items on stations, especially since the player can simply not install them if they don't want to.
That makes sense; it’s tough to handle inconsistencies that are hard-baked into the game. Still, what you’ve accomplished with this mod is very impressive, and I don’t understand why station market construction/reclamation isn’t part of the base game. It seems like a natural extension given abandoned mining stations are sitting around all over the sector and our colonies can already build orbital star fortresses. From a gameplay perspective it’s an excellent means of making systems with only one or two planets more viable for colonization.
Like, if the damn pirates can build hidden station markets to harass us whenever they want will we sure as heck should be able to build our own.
Edit: Having the option remove the 'no atmosphere' condition alone might work. I have no issues with using plasma dynamos on siphon stations, as they're extensions of the gas giant they orbit. Mantle bores on the other hand are intended to drill deep into planets and seem out of place on mining stations.
How can i start terraforming? I feel like im missing a button in the menu to start it. I vaguely remember thats how it used to be a few years ago. Should there be a menu in my colony screen when i dock? Can't find it under special function either.
I have ismara's sling (on ismara funnily enough), atmospheric proccesor and the genelab building, and all demands met for them.
How can i start terraforming? I feel like im missing a button in the menu to start it. I vaguely remember thats how it used to be a few years ago. Should there be a menu in my colony screen when i dock? Can't find it under special function either.
I have ismara's sling (on ismara funnily enough), atmospheric proccesor and the genelab building, and all demands met for them.
It's now a button you can add to your hotbar, so you can order terraforming done remotely
How can i start terraforming? I feel like im missing a button in the menu to start it. I vaguely remember thats how it used to be a few years ago. Should there be a menu in my colony screen when i dock? Can't find it under special function either.
I have ismara's sling (on ismara funnily enough), atmospheric proccesor and the genelab building, and all demands met for them.
It's now a button you can add to your hotbar, so you can order terraforming done remotely
Thank you that was it! Maybe it could be added to the mainpage, or im just blind. Love this mod anyway, thanks alot for it :)
Would it be possible to make the Ashes of the Domain Stellamanufactorum produce Domain Era Artifacts? It would increase compatibility and make some thematic sense since that thing can make nanoforges.
if(Global.getSettings().getModManager().isModEnabled("Terraforming & Station Construction"))
{
supply("domain_artifacts", (size - 2));
}
Heya just a heads up that the setting for turning off domain artifacts on cryosanctum seems broken.
Would it be possible to make the Ashes of the Domain Stellamanufactorum produce Domain Era Artifacts? It would increase compatibility and make some thematic sense since that thing can make nanoforges.
Hmm, I think that might need to be added from the AotD side since I don't want to overwrite content from AotD in TASC. It should be trivial for Kaysaar to add that (if they want to) with code like the below:Codeif(Global.getSettings().getModManager().isModEnabled("Terraforming & Station Construction"))
{
supply("domain_artifacts", (size - 2));
}
Just a thing, what if the Stellamanufactorum produced Domain Artifacts if TASC is installed and has them turned on? Its not always convenient to have a ruins world where you cna grow it and set up Domain archeology, and this thing literally lets you make pristine nanoforges.This issue should be addressed to author of TASC , as Stella Manufactorium uses CSV for items production , which TASC could implement on their side
Hello, I just tested this and the setting appears to work. Can you please provide the steps you followed to create the situation where it's not working as expected?
Hello, I just tested this and the setting appears to work. Can you please provide the steps you followed to create the situation where it's not working as expected?
Ok so I found the issue.
If I enable boggledCryosanctumPlayerBuildEnabled I can build the BOGGLED_CRYOSANCTUM industry and, provided I enabled boggledDomainTechContentEnabled, it will require domain artifacts.
If I enable boggledCryosanctumReplaceEverywhere it will replace all vanilla cryosanctums in the sector with BOGGLED_CRYOSANCTUM, so if I keep it off that means that NPC cryosanctums won't require domain artifacts HOWEVER as the player I can only build BOGGLED_CRYOSANCTUM and not the vanilla cryosanctum meaning I still have to meet the domain artifact demand.
I hope that's clear.
Would it be possible to make the Ashes of the Domain Stellamanufactorum produce Domain Era Artifacts? It would increase compatibility and make some thematic sense since that thing can make nanoforges.
Hmm, I think that might need to be added from the AotD side since I don't want to overwrite content from AotD in TASC. It should be trivial for Kaysaar to add that (if they want to) with code like the below:Codeif(Global.getSettings().getModManager().isModEnabled("Terraforming & Station Construction"))
{
supply("domain_artifacts", (size - 2));
}
I remember this being brought up by that user in the AotD thread initially. This was the mod author's response that led him to post here:Just a thing, what if the Stellamanufactorum produced Domain Artifacts if TASC is installed and has them turned on? Its not always convenient to have a ruins world where you cna grow it and set up Domain archeology, and this thing literally lets you make pristine nanoforges.This issue should be addressed to author of TASC , as Stella Manufactorium uses CSV for items production , which TASC could implement on their side
can I disable terraforming in this mod to use DIY Planets?
can't commerce be built at stations?
So I terraformed an Auric world to Terran and now I wanted to upgrade farmland but it says I don't have enough water which I thought Terran worlds has, is this an error?
Is there a way to add back the terraforming options to the colony menu? I found it better when building and developing newer colonies, to have terraforming options right there. Thanks
Hello! I'm not big into colony gameplay, I just want to make my own little pirate hideout, like Kanta's Den. It doesn't need to make any money, just break even and serve as a storage/resupply station. Is it possible with this mod? Thanks :)
upon completing the Scythe of Orion quest, i've got both the quest PK and the usable PK, even though i had the usable PK disabled in the config. might be a bug or some sort of conflict, let me know if you need more information
Hi. I can't build any buildings on the planets, they just don't exist. The stations are being built normally. Interestingly, OUYANG optimizer and planet cracker can build normally. In settings file all fine (true). Has anyone encountered such a problem?
Hi. I can't build any buildings on the planets, they just don't exist. The stations are being built normally. Interestingly, OUYANG optimizer and planet cracker can build normally. In settings file all fine (true). Has anyone encountered such a problem?
Came across an unsupported planet type: "nskr_ice_desert", from LOST_SECTOR mod.
Really love this mod, although i have a small request, just adding terran eccentric as a terraforming option would be really nice, i have some worlds i wish to terraform but think it would be realistic if they were only terran eccentric and not complete terran.
Regardless really great mod, thanks for making and updating it!
How do you build an Astropolis? It says in the description on the first page that it's an industry, wo does that mean that building an Astropolis over a planet permanently uses up one of that planet's industries? Or am I missing something?Check your hotbar abilities. This mod adds new ones for station construction.
That's very interesting. As far as I can tell, those two code blocks should be functionally identical. I'm curious why the author of Lobster Profileration rewrote that code to do the same thing using different syntax. I'll take a look and try to figure out what's going on. Thanks for bringing this to my attention!
That's very interesting. As far as I can tell, those two code blocks should be functionally identical. I'm curious why the author of Lobster Profileration rewrote that code to do the same thing using different syntax. I'll take a look and try to figure out what's going on. Thanks for bringing this to my attention!
Getting back to this, would you consider adding your own distribution of Lobster demand? It doesn't seem there's any fixes forthcoming on that front, and the total lack of an economy for it makes the whole lobster seeding by genelabs rather pointless as it doesn't really do anything other than get Sindria angwy at you. And constantly getting mean-spirited letters from Volturny is starting to get old when i'm not seeing any profits from it.
theres a hard crash when slotting a beta core onto a kletka simulator
Love your mod, but it is giving me a incompatibility with Lunalib and causing a CTD
Just wanted to report that the planet type nskr_ice_desert is not supported. Followed the warning given to me by the mod, idk 8f it has been reported already. Any ideas on how to manually add support to it for now?
Question about the "Perihelion Project". I only just recently learned that this mod now allows construction of a coronal hypershunt. I enabled it "True" in the lunalib settings on the start menu but I still don't understand how to actually go about doing it. Is it tied to a questline? Is there something else I'm supposed to enable? I tried searching for answers but for the life of me I can't find any. Only posts I see about it are one post in this thread from back in Janurary and reddit post in February. Neither mention how to actually do it. Thanks!
(https://cdn.discordapp.com/attachments/1008009343985262602/1177363834663612539/screenshot005.png?ex=65723c84&is=655fc784&hm=ff157c83bfd0333de9f4297e7041b418daf7c02f17680d3a9ab757747aeda1d8&)
Does anyone knows why my Siphon Station isn't exporting Volatiles at all?
I literally have no idea why and an asking here as I feel someone here may have seen this before.
For the record, I am running a ton of other mods, namely: Industrial Evolution, Grand Colonies, DIY Planets, Random Assortment of Things, Nexerelin.
There's other mods but those are the bigger ones that interacts with colonies.
Thanks.
Edit: So I loaded back in right after this and it has somehow fixed itself, sorry for the false alarm.
I guess it might one a more finicky interactions between mods or something like that.
Edit 2: Okay sometimes it fixes itself and sometimes it remains bugged, not sure why it's like this.
Destroyed convoy should have a visible colony condition, so probably something else. But yeah, the colony has a current supply of 0 volatiles for trade and export, so obviously it's not doing that. That's not really surprising.Spoiler(https://cdn.discordapp.com/attachments/1008009343985262602/1177363834663612539/screenshot005.png?ex=65723c84&is=655fc784&hm=ff157c83bfd0333de9f4297e7041b418daf7c02f17680d3a9ab757747aeda1d8&)
Does anyone knows why my Siphon Station isn't exporting Volatiles at all?
I literally have no idea why and an asking here as I feel someone here may have seen this before.
For the record, I am running a ton of other mods, namely: Industrial Evolution, Grand Colonies, DIY Planets, Random Assortment of Things, Nexerelin.
There's other mods but those are the bigger ones that interacts with colonies.
Thanks.
Edit: So I loaded back in right after this and it has somehow fixed itself, sorry for the false alarm.
I guess it might one a more finicky interactions between mods or something like that.
Edit 2: Okay sometimes it fixes itself and sometimes it remains bugged, not sure why it's like this.[close]
Hello,
As far as I can tell, that's not related to TASC. The "Recent trade/events" -8 export malus might be from trade convoys from your faction being destroyed, or some other mod.
Uh, so I decided to colonize the abandoned station in the Yma system that I'd been storing ships and equipment in. The item storage carried over just fine but all of the ships there disappeared. This happen to anyone else before?
That was definitely a thing before 0.96a. Vanilla Starsector, too. One of them even has a ship stored when you first find it (i think the one in Corvus?).Uh, so I decided to colonize the abandoned station in the Yma system that I'd been storing ships and equipment in. The item storage carried over just fine but all of the ships there disappeared. This happen to anyone else before?
Is it a new feature in vanilla 0.96a that the player can store ships at the derelict stations? TASC handles copying over items but I didn't realize it was possible to also store ships there.
Thanks for bringing this to my attention - I'll try to fix it in the next patch!
That was definitely a thing before 0.96a. Vanilla Starsector, too. One of them even has a ship stored when you first find it (i think the one in Corvus?).Uh, so I decided to colonize the abandoned station in the Yma system that I'd been storing ships and equipment in. The item storage carried over just fine but all of the ships there disappeared. This happen to anyone else before?
Is it a new feature in vanilla 0.96a that the player can store ships at the derelict stations? TASC handles copying over items but I didn't realize it was possible to also store ships there.
Thanks for bringing this to my attention - I'll try to fix it in the next patch!
I made a UI for the terraforming part, what's your stance on works such as this? Asking for clarification since I can't find license info etc
It's a separate mod that just has a dependency on TASC and LunaLib, no modifications to your stuff.Spoiler(https://imgur.com/6Juy7st.png)[close]
I can help with UI development also , honestly that would be good idea boggled if you set github repoI made a UI for the terraforming part, what's your stance on works such as this? Asking for clarification since I can't find license info etc
It's a separate mod that just has a dependency on TASC and LunaLib, no modifications to your stuff.Spoiler(https://imgur.com/6Juy7st.png)[close]
That's very impressive!
Anyone can modify TASC however they want and I have no problem with it - feel free to release that mod publicly if you want. I would just request that you test the mod and fix any major bugs before releasing it since I try to maintain the reputation that TASC is not buggy and that bugs are fixed quickly.
Suppose I were to add or modify terraforming projects - would that break your mod?
How would you feel if I created a GitHub to better coordinate development on TASC since multiple developers are working on changes to it now? I know Kaysaar is also making changes related to a collaboration with AotD. Perhaps there's an opportunity to do something like launch your terraforming UI with a right click option on TASC buildings.
I can help with UI development also , honestly that would be good idea boggled if you set github repoI made a UI for the terraforming part, what's your stance on works such as this? Asking for clarification since I can't find license info etc
It's a separate mod that just has a dependency on TASC and LunaLib, no modifications to your stuff.Spoiler(https://imgur.com/6Juy7st.png)[close]
That's very impressive!
Anyone can modify TASC however they want and I have no problem with it - feel free to release that mod publicly if you want. I would just request that you test the mod and fix any major bugs before releasing it since I try to maintain the reputation that TASC is not buggy and that bugs are fixed quickly.
Suppose I were to add or modify terraforming projects - would that break your mod?
How would you feel if I created a GitHub to better coordinate development on TASC since multiple developers are working on changes to it now? I know Kaysaar is also making changes related to a collaboration with AotD. Perhaps there's an opportunity to do something like launch your terraforming UI with a right click option on TASC buildings.
If so i ll also upload current changes to TASC related to aotd collabI can help with UI development also , honestly that would be good idea boggled if you set github repoI made a UI for the terraforming part, what's your stance on works such as this? Asking for clarification since I can't find license info etc
It's a separate mod that just has a dependency on TASC and LunaLib, no modifications to your stuff.Spoiler(https://imgur.com/6Juy7st.png)[close]
That's very impressive!
Anyone can modify TASC however they want and I have no problem with it - feel free to release that mod publicly if you want. I would just request that you test the mod and fix any major bugs before releasing it since I try to maintain the reputation that TASC is not buggy and that bugs are fixed quickly.
Suppose I were to add or modify terraforming projects - would that break your mod?
How would you feel if I created a GitHub to better coordinate development on TASC since multiple developers are working on changes to it now? I know Kaysaar is also making changes related to a collaboration with AotD. Perhaps there's an opportunity to do something like launch your terraforming UI with a right click option on TASC buildings.
Ok, I will set one up this weekend.
Suppose I were to add or modify terraforming projects - would that break your mod?
How would you feel if I created a GitHub to better coordinate development on TASC since multiple developers are working on changes to it now? I know Kaysaar is also making changes related to a collaboration with AotD. Perhaps there's an opportunity to do something like launch your terraforming UI with a right click option on TASC buildings.
How would one go about building an Astropolis in orbit of a planet with a moon?
How would one go about building an Astropolis in orbit of a planet with a moon?
I'm not sure you can, or at least not unless the world is sufficiently large enough. I know I've been denied building one because there wasn't enough room in orbit because the world had a moon.
how do I build a station? am i missing something? I know the mod is installed and station building is enabled? I found this system but it has an earthlike and a barren husk and I want to make a manufactory station. Also please add a how to in the into of the mod so we newbs don't have to search 200+ pages
hm do changes in the settings file apply to an existing save?Nevermind I think I didnt click "Save All" in the lunalib settings ingame... Now it works
I enabled Hydroponics, Clone and basically everything which was disabled, but I still cant build those things.
Thank you for the work on this mod!
Just a quick question regarding terraforming requirements. If I have a planet with extreme cold condition, but I add the orbital fusion lamp, it will only affect the colony hazard rating but not suitability for terraforming options?
Thank you for the work on this mod!
Just a quick question regarding terraforming requirements. If I have a planet with extreme cold condition, but I add the orbital fusion lamp, it will only affect the colony hazard rating but not suitability for terraforming options?
I'm glad you're enjoying TASC!
Yes, that's correct. You won't be able to permanently change the planet temperature or terraform it to a planet type incompatible with extreme cold (e.g. jungle) by using a fusion lamp.
Does the sterllar reflector do ANYTHING to a extreme hot planet? or does it just not effect it at all?
So there is no way to counter extreme heat at all?
Could somsone elaborate on the compatability between this and DIY plannets?
When can we expect (roughly) the new version of the mod to be uploaded?
Is there a simple way to remove the stellar mirror requirement in planet type change (unless its being turned to frozen world or something), if the planet in question is neither hot or cold and exists in the goldilocks zone?
I want to disable the ability to build mirrors as the lore explicitly says it cant be done when you go raid planets that already have them. It makes sense since its the most advanced tech that is activated by default in the mod. I wont explain why as it would turn out as a wall of text nobody would read. Plenty of articles out there for those interested like https://link.springer.com/article/10.1007/s10509-019-3633-x , just look for em.
Is there a simple way to remove the stellar mirror requirement in planet type change (unless its being turned to frozen world or something), if the planet in question is neither hot or cold and exists in the goldilocks zone?
I want to disable the ability to build mirrors as the lore explicitly says it cant be done when you go raid planets that already have them. It makes sense since its the most advanced tech that is activated by default in the mod. I wont explain why as it would turn out as a wall of text nobody would read. Plenty of articles out there for those interested like https://link.springer.com/article/10.1007/s10509-019-3633-x , just look for em.
Hello,
No, it would be necessary to change the TASC source code and recompile to remove the stellar reflector requirement. I understand that Evangel's upcoming changes to TASC will make it possible to edit this using a CSV file.
Love the mod, always amazing to find a perfect system, select a planet and turn it into a new home amongst the stars. That being said, any plans on the cross-compatibility with Unknown skies? I love the Archipelago world from that mod and i'de love to terraform more worlds into them or so on.
There any thoughts about adding compadability with the research system of Ashes of the domain? so terraforming buildings are locked behind research?
Is there a way to find or craft more hypershunt taps than in vanilla? I've built the periphelion project, only to realize that you need an item (I thought it was a building). I haven't found a single tap yet, despite exploring half of the galaxy.
Also found this:
(https://i.imgur.com/K4skqKt.png)
Planetkiller doesn't work.
I have it in inventory, I added "deploy planetkiller" ability to the ability bar, but tooltip says that "you do not posses a planet-killer device".
You mean you want the special item Hypershunt Tap? You'll have to use the crafting system to create one, or find one via exploration. The Perihelion Project will create a coronal tap at the star in the system it's built in.
The nskr_ice_desert issue is already fixed for the next release. Please be patient!
Hydroponic torn me because I like the idea of it but it also create an exportable resource which make finding arable planet pointless. I wish it only keep the food it produce to supply locally. No wonder it is off by default. Boggled, is it possible to make the Hydroponic remove food demand on the local colony instead?
Hydroponic torn me because I like the idea of it but it also create an exportable resource which make finding arable planet pointless. I wish it only keep the food it produce to supply locally. No wonder it is off by default. Boggled, is it possible to make the Hydroponic remove food demand on the local colony instead?
I wonder if it could be adjusted so that it's not actually better than a planet with good farmland but just sufficient for the colony while also being much more expensive to maintain?
@FreedomFighter: For what purpose?^^
If food can be imported you get the same effect minus the upkeep and construction costs for the hydroponics. Does it also take an industry slot?
Uses I see: Role playing, not enough access to import enough food (see also hostility and in faction import, ofc there are also disrupts and distance and hostile systems with a player colony), not enough food produced in the sector (which should be a rare case). From an economic pow the change imo would not make any sense. ??
E: Well, maybe it could help in a "hostile to everyone" and maybe a Nex derelict empire start... :(
I don't really see the problem since it's strictly inferior to regular farming on anything but planets that aren't well suited for it to begin with.@FreedomFighter: For what purpose?^^
If food can be imported you get the same effect minus the upkeep and construction costs for the hydroponics. Does it also take an industry slot?
Uses I see: Role playing, not enough access to import enough food (see also hostility and in faction import, ofc there are also disrupts and distance and hostile systems with a player colony), not enough food produced in the sector (which should be a rare case). From an economic pow the change imo would not make any sense. ??
E: Well, maybe it could help in a "hostile to everyone" and maybe a Nex derelict empire start... :(
It does take industry slot. Higher startup cost, and upkeep but in the end you get food output like you have +0 bonus with +1 per size. Can't soil nanite it iirc but the solar array still gives +2 to it. I say to have it remove local colony food demand instead so you can't use it for export but you can still get upkeep reduction from fulfilling in-faction demand.
mod is failing to load master file from github apparently.... it was working fine yesterday and information on what could be causing this?
Hi there it seems I jumped the gun when seeing the red text mod is still working for me and I’m using the current version I only downloaded it like three maybe four days ago and yeah that’s what I meant sorry I was sleep deprived when writing that.
Dumb question but im pretty far into a run and just only now saw the note in both AoTD and your mod that there is tech tree integration... do i have to enable that at the start of a game because i havnt seen that and have just had all the terraforming infrastructure from the start
Hey, when is this gonna be updated to 0.97? please, pretty please
What is TASC? i just edited the file to make it think its good for 0.97 and it has worked so far in my new game (i havent had the chance to terraform yet, although loot drop is normal)
ah alright, sorry for the dumb question
cheers lad, hope it comes togheter nice! youve done a proper well job with this mod, i think i wouldnt be playing starsector if this didnt exist
A question before i fire on an ambitious 6 planet terraforming project--does an ice giant give you access to water to terraform or is it only cryo and rocky ice?
Can this mod be dropped into an ongoing game?
just wanted to inform you when you eventually update the mod that putting the current version into the 0.97a (RC7) version of the game apparently breaks the mod by somehow preventing the terraforming options menu item from appearing when interacting with colonies, while buildings from the mod can still be constructed.The menu is accessed from the actionbar, not the colony menu.
this is what happens when i don't play starsector for many months. thanks for the heads upjust wanted to inform you when you eventually update the mod that putting the current version into the 0.97a (RC7) version of the game apparently breaks the mod by somehow preventing the terraforming options menu item from appearing when interacting with colonies, while buildings from the mod can still be constructed.The menu is accessed from the actionbar, not the colony menu.
Quick question are factions supposed to have such a giant hate boner against stations ?
I'm doing pirate playthrough rn, and i had planets for few cycles now, and i did got attacked but it was quite rare, but after building a mining station not only i got two invasions coming pretty much instantly after building it, but i constantly have raids or invasions going to my system, and the invasions are targeting the station exclusively, i can have like 3 raids and 2 invasions coming in a span of 90 days.
No, I'm not aware of any special logic for raids or invasions to target stations. Perhaps you constructed it somewhere that's claimed already by an existing faction?No, I built it in my own system, https://imgur.com/a/EiF02XT (https://imgur.com/a/EiF02XT), I have this happening to me pretty much constantly I can barely leave my system, if i repel an invasion a new one will spawn in like 10-20 days.
No, I'm not aware of any special logic for raids or invasions to target stations. Perhaps you constructed it somewhere that's claimed already by an existing faction?No, I built it in my own system, https://imgur.com/a/EiF02XT (https://imgur.com/a/EiF02XT), I have this happening to me pretty much constantly I can barely leave my system, if i repel an invasion a new one will spawn in like 10-20 days.
Isn't that because of the new update for Starsector? They added a crisis system where factions will launch invasion/expeditions/bounty hunters after you establish your faction. They can be resolved if you have a decent fleet, a lot of credits or specific rare items. Essentially, they moved the colonisation phase of Starsector to a part of the game where you have established fleet.I'm playing on 0.96
Invasions are a Nexerelin feature, not Vanilla, aside from the Luddic Church crisis. Are you hostile (-50 or lower) to those factions? If so, they'll launch invasions against any colony they think they can take.As i said in the first post i'm doing a pirate playthrough so i'm hostile with many factions but
Update please :)
Update please :)
Update please :)
Evangel and I are working on a major update! Sorry for the wait, it should only be at most a couple more weeks.
Update please :)
Change the version number, it runs fine as-is. Miiiiight need some fine-tuning in terms of colony crises eventually, but currently it works well enough.
Hello! I've been enjoying this mod a lot, thank you for all the work put into it!
A small heads up: in the main post the image links for Ismara's Sling / Asteroid Processing are broken, these seem like the correct ones:
https://raw.githubusercontent.com/boggledstarsector/tasc/main/release/Forum%20Images/industry/mass_driver.png
https://raw.githubusercontent.com/boggledstarsector/tasc/main/release/Forum%20Images/industry/asteroid_processing.jpg
Looking forward to your next update :)
Cheers
Well... Yeah, this realy incompatible with save, wich have older TASC version. Is it possible to get the previous version? =)
Hi, there seems to be a bug after the new update? Accessing markets crushes the game(
Administrators are missing from planets or something ???Spoiler110693 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SectorEntityToken.hasTag(String)" because the return value of "com.fs.starfarer.api.campaign.econ.MarketAPI.getPrimaryEntity()" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SectorEntityToken.hasTag(String)" because the return value of "com.fs.starfarer.api.campaign.econ.MarketAPI.getPrimaryEntity()" is null
at boggled.scripts.BoggledTerraformingRequirement$RequirementContext.<init>(BoggledTerraformingRequirement.java:80) ~[?:?]
at boggled.campaign.econ.industries.BoggledCommonIndustry.<init>(BoggledCommonIndustry.java:170) ~[?:?]
at boggled.campaign.econ.industries.BoggledBaseIndustry.init(BoggledBaseIndustry.java:29) ~[?:?]
at grandcolonies.listeners.IndustryPanelReplacer.getWidgetIndustry(IndustryPanelReplacer.kt:374) ~[?:?]
at grandcolonies.listeners.IndustryPanelReplacer.getAllWidgets(IndustryPanelReplacer.kt:340) ~[?:?]
at grandcolonies.listeners.IndustryPanelReplacer.advance(IndustryPanelReplacer.kt:156) ~[?:?]
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
at java.base/java.lang.Thread.run(Thread.java:1575) [?:?][close]
I started a new game a few times and didn't crash on Jangala or stations, so far, but did on Ancyra and Agreus.Well... Yeah, this realy incompatible with save, wich have older TASC version. Is it possible to get the previous version? =)
https://github.com/boggledstarsector/TASC/tree/main/release/Old/8.4.6
Here's the most recent version before 9.0.0.Hi, there seems to be a bug after the new update? Accessing markets crushes the game(
Administrators are missing from planets or something ???Spoiler110693 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SectorEntityToken.hasTag(String)" because the return value of "com.fs.starfarer.api.campaign.econ.MarketAPI.getPrimaryEntity()" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SectorEntityToken.hasTag(String)" because the return value of "com.fs.starfarer.api.campaign.econ.MarketAPI.getPrimaryEntity()" is null
at boggled.scripts.BoggledTerraformingRequirement$RequirementContext.<init>(BoggledTerraformingRequirement.java:80) ~[?:?]
at boggled.campaign.econ.industries.BoggledCommonIndustry.<init>(BoggledCommonIndustry.java:170) ~[?:?]
at boggled.campaign.econ.industries.BoggledBaseIndustry.init(BoggledBaseIndustry.java:29) ~[?:?]
at grandcolonies.listeners.IndustryPanelReplacer.getWidgetIndustry(IndustryPanelReplacer.kt:374) ~[?:?]
at grandcolonies.listeners.IndustryPanelReplacer.getAllWidgets(IndustryPanelReplacer.kt:340) ~[?:?]
at grandcolonies.listeners.IndustryPanelReplacer.advance(IndustryPanelReplacer.kt:156) ~[?:?]
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
at java.base/java.lang.Thread.run(Thread.java:1575) [?:?][close]
Hmm, I didn't encounter this in my testing. What is the context for this happening? Is it on a new save with 9.0.0? Did you delete your old TASC folder before copying in 9.0.0? Is the market in question a planet or a station created with TASC?
I started a new game a few times and didn't crash on Jangala or stations, so far, but did on Ancyra and Agreus.Well... Yeah, this realy incompatible with save, wich have older TASC version. Is it possible to get the previous version? =)
https://github.com/boggledstarsector/TASC/tree/main/release/Old/8.4.6
Here's the most recent version before 9.0.0.Hi, there seems to be a bug after the new update? Accessing markets crushes the game(
Administrators are missing from planets or something ???Spoiler110693 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SectorEntityToken.hasTag(String)" because the return value of "com.fs.starfarer.api.campaign.econ.MarketAPI.getPrimaryEntity()" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SectorEntityToken.hasTag(String)" because the return value of "com.fs.starfarer.api.campaign.econ.MarketAPI.getPrimaryEntity()" is null
at boggled.scripts.BoggledTerraformingRequirement$RequirementContext.<init>(BoggledTerraformingRequirement.java:80) ~[?:?]
at boggled.campaign.econ.industries.BoggledCommonIndustry.<init>(BoggledCommonIndustry.java:170) ~[?:?]
at boggled.campaign.econ.industries.BoggledBaseIndustry.init(BoggledBaseIndustry.java:29) ~[?:?]
at grandcolonies.listeners.IndustryPanelReplacer.getWidgetIndustry(IndustryPanelReplacer.kt:374) ~[?:?]
at grandcolonies.listeners.IndustryPanelReplacer.getAllWidgets(IndustryPanelReplacer.kt:340) ~[?:?]
at grandcolonies.listeners.IndustryPanelReplacer.advance(IndustryPanelReplacer.kt:156) ~[?:?]
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
at java.base/java.lang.Thread.run(Thread.java:1575) [?:?][close]
Hmm, I didn't encounter this in my testing. What is the context for this happening? Is it on a new save with 9.0.0? Did you delete your old TASC folder before copying in 9.0.0? Is the market in question a planet or a station created with TASC?
I did remove old version before updating
Here is my current mod listSpoiler"Ashes of The Domain - Cryosleeper Module",
"Ashes of The Domain - Virtue Of Society",
"Ashes of The Domain- Vaults of Knowledge",
"Combat Chatter",
"Console Commands",
"DIYPlanets",
"Grand.Colonies2.0.e",
"GraphicsLib",
"Industrial.Evolution3.3.e",
"Larger Zoom Out",
"LazyLib",
"LunaLib",
"MagicLib",
"MagicAchievementsVanillaPack",
"MagicLib",
"Nexerelin",
"Rouge",
"Special Hullmod Upgrades",
"SpeedUp",
"Terraforming and Station Construction",
"TrulyAutomatedShips",
"Which-Industry"[close]
Hey,
I've also run into a crash whilst opening the trade market (option [3]) on a non-TASC planet, in my case Agreus.The save was a fresh start, I have completely deleted the old mod folder before installing 9.0.0. I have been docking and trading perfectly fine on other planets before.Spoiler268577 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SectorEntityToken.hasTag(String)" because the return value of "com.fs.starfarer.api.campaign.econ.MarketAPI.getPrimaryEntity()" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SectorEntityToken.hasTag(String)" because the return value of "com.fs.starfarer.api.campaign.econ.MarketAPI.getPrimaryEntity()" is null
at boggled.scripts.BoggledTerraformingRequirement$RequirementContext.<init>(BoggledTerraformingRequirement.java:80) ~[?:?]
at boggled.campaign.econ.industries.BoggledCommonIndustry.<init>(BoggledCommonIndustry.java:170) ~[?:?]
at boggled.campaign.econ.industries.BoggledBaseIndustry.init(BoggledBaseIndustry.java:29) ~[?:?]
at grandcolonies.listeners.IndustryPanelReplacer.getWidgetIndustry(IndustryPanelReplacer.kt:374) ~[?:?]
at grandcolonies.listeners.IndustryPanelReplacer.getAllWidgets(IndustryPanelReplacer.kt:340) ~[?:?]
at grandcolonies.listeners.IndustryPanelReplacer.advance(IndustryPanelReplacer.kt:156) ~[?:?]
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
at java.base/java.lang.Thread.run(Thread.java:1575) [?:?][close]
EDIT: Also crashing in Nomios, Ancyra.
I tried playing without "Grand Colonies" and didn't encounter any crashes, so farI started a new game a few times and didn't crash on Jangala or stations, so far, but did on Ancyra and Agreus.Well... Yeah, this realy incompatible with save, wich have older TASC version. Is it possible to get the previous version? =)
https://github.com/boggledstarsector/TASC/tree/main/release/Old/8.4.6
Here's the most recent version before 9.0.0.Hi, there seems to be a bug after the new update? Accessing markets crushes the game(
Administrators are missing from planets or something ???Spoiler110693 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SectorEntityToken.hasTag(String)" because the return value of "com.fs.starfarer.api.campaign.econ.MarketAPI.getPrimaryEntity()" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SectorEntityToken.hasTag(String)" because the return value of "com.fs.starfarer.api.campaign.econ.MarketAPI.getPrimaryEntity()" is null
at boggled.scripts.BoggledTerraformingRequirement$RequirementContext.<init>(BoggledTerraformingRequirement.java:80) ~[?:?]
at boggled.campaign.econ.industries.BoggledCommonIndustry.<init>(BoggledCommonIndustry.java:170) ~[?:?]
at boggled.campaign.econ.industries.BoggledBaseIndustry.init(BoggledBaseIndustry.java:29) ~[?:?]
at grandcolonies.listeners.IndustryPanelReplacer.getWidgetIndustry(IndustryPanelReplacer.kt:374) ~[?:?]
at grandcolonies.listeners.IndustryPanelReplacer.getAllWidgets(IndustryPanelReplacer.kt:340) ~[?:?]
at grandcolonies.listeners.IndustryPanelReplacer.advance(IndustryPanelReplacer.kt:156) ~[?:?]
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
at java.base/java.lang.Thread.run(Thread.java:1575) [?:?][close]
Hmm, I didn't encounter this in my testing. What is the context for this happening? Is it on a new save with 9.0.0? Did you delete your old TASC folder before copying in 9.0.0? Is the market in question a planet or a station created with TASC?
I did remove old version before updating
Here is my current mod listSpoiler"Ashes of The Domain - Cryosleeper Module",
"Ashes of The Domain - Virtue Of Society",
"Ashes of The Domain- Vaults of Knowledge",
"Combat Chatter",
"Console Commands",
"DIYPlanets",
"Grand.Colonies2.0.e",
"GraphicsLib",
"Industrial.Evolution3.3.e",
"Larger Zoom Out",
"LazyLib",
"LunaLib",
"MagicLib",
"MagicAchievementsVanillaPack",
"MagicLib",
"Nexerelin",
"Rouge",
"Special Hullmod Upgrades",
"SpeedUp",
"Terraforming and Station Construction",
"TrulyAutomatedShips",
"Which-Industry"[close]
Thanks for providing your mod list. I'm not able to replicate it with only TASC and the library mods, so it must be an incompatibility with one of the other mods on your list.Hey,
I've also run into a crash whilst opening the trade market (option [3]) on a non-TASC planet, in my case Agreus.The save was a fresh start, I have completely deleted the old mod folder before installing 9.0.0. I have been docking and trading perfectly fine on other planets before.Spoiler268577 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SectorEntityToken.hasTag(String)" because the return value of "com.fs.starfarer.api.campaign.econ.MarketAPI.getPrimaryEntity()" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SectorEntityToken.hasTag(String)" because the return value of "com.fs.starfarer.api.campaign.econ.MarketAPI.getPrimaryEntity()" is null
at boggled.scripts.BoggledTerraformingRequirement$RequirementContext.<init>(BoggledTerraformingRequirement.java:80) ~[?:?]
at boggled.campaign.econ.industries.BoggledCommonIndustry.<init>(BoggledCommonIndustry.java:170) ~[?:?]
at boggled.campaign.econ.industries.BoggledBaseIndustry.init(BoggledBaseIndustry.java:29) ~[?:?]
at grandcolonies.listeners.IndustryPanelReplacer.getWidgetIndustry(IndustryPanelReplacer.kt:374) ~[?:?]
at grandcolonies.listeners.IndustryPanelReplacer.getAllWidgets(IndustryPanelReplacer.kt:340) ~[?:?]
at grandcolonies.listeners.IndustryPanelReplacer.advance(IndustryPanelReplacer.kt:156) ~[?:?]
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
at java.base/java.lang.Thread.run(Thread.java:1575) [?:?][close]
EDIT: Also crashing in Nomios, Ancyra.
Hey, if you could also provide your mod list that might help narrow down where the incompatibility is.
In the meantime, I posted a link to the previous version of TASC in another comment. Sorry for the inconvenience!
Hey,
modlist is as follows:Spoiler{"enabledMods": [
"PAGSM",
"SBTM",
"pantera_ANewLevel40",
"Cryo_but_better",
"aod_vos",
"aotd_vok",
"aptlysimplehullmods",
"Planetace_AstralAscension",
"lw_autosave",
"timid_admins",
"bc",
"HMI_brighton",
"CaptainsLog",
"carrierui",
"CFT",
"CJHM",
"combatactivators",
"chatter",
"lw_console",
"dmodservices",
"diyplanets",
"DetailedCombatResults",
"diableavionics",
"dex",
"edshipyard",
"EmergentThreats_IX_Revival",
"exoticatechnologies",
"fleet_journal",
"sun_flux_reticle",
"GrandColonies",
"Guardian_prototype",
"HMI_SV",
"HMI",
"hte",
"HIVER",
"sun_hyperdrive",
"illustrated_entities",
"IndEvo",
"Imperium",
"timid_xiv",
"kazeron",
"lost_sector",
"largerZoomOut",
"lw_lazylib",
"leadingPip",
"ArkLeg",
"ldsc",
"logisticsNotifications",
"luddenhance",
"lunalib",
"MagicLib",
"more_hullmods",
"MoreMilitaryMissions",
"nexerelin",
"objects_analysis",
"ObviousNeutron",
"officerExtension",
"planet_search",
"wyv_planetaryShieldAccessControl",
"progressiveSMods",
"pt_qolpack",
"QualityCaptains",
"yunru_pilot_radiant",
"assortment_of_things",
"randomweapons",
"sikr",
"scalartech",
"scan_those_gates",
"secretsofthefrontier",
"SEEKER",
"swp",
"mayu_specialupgrades",
"speedUp",
"sun_starship_legends",
"stelnet",
"tahlan",
"Terraforming & Station Construction",
"knights_of_ludd",
"TTSC",
"underworld",
"uaf",
"US",
"UGH",
"vic",
"TouchOfVanilla_vri",
"whichmod",
"whichtmi",
"yunruhullmods",
"yunrucore",
"audio_plus",
"shaderLib",
"Rouge_Redstar"
]}[close]
I tried playing without "Grand Colonies" and didn't encounter any crashes, so farSpoilerI started a new game a few times and didn't crash on Jangala or stations, so far, but did on Ancyra and Agreus.Well... Yeah, this realy incompatible with save, wich have older TASC version. Is it possible to get the previous version? =)
https://github.com/boggledstarsector/TASC/tree/main/release/Old/8.4.6
Here's the most recent version before 9.0.0.Hi, there seems to be a bug after the new update? Accessing markets crushes the game(
Administrators are missing from planets or something ???Spoiler110693 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SectorEntityToken.hasTag(String)" because the return value of "com.fs.starfarer.api.campaign.econ.MarketAPI.getPrimaryEntity()" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SectorEntityToken.hasTag(String)" because the return value of "com.fs.starfarer.api.campaign.econ.MarketAPI.getPrimaryEntity()" is null
at boggled.scripts.BoggledTerraformingRequirement$RequirementContext.<init>(BoggledTerraformingRequirement.java:80) ~[?:?]
at boggled.campaign.econ.industries.BoggledCommonIndustry.<init>(BoggledCommonIndustry.java:170) ~[?:?]
at boggled.campaign.econ.industries.BoggledBaseIndustry.init(BoggledBaseIndustry.java:29) ~[?:?]
at grandcolonies.listeners.IndustryPanelReplacer.getWidgetIndustry(IndustryPanelReplacer.kt:374) ~[?:?]
at grandcolonies.listeners.IndustryPanelReplacer.getAllWidgets(IndustryPanelReplacer.kt:340) ~[?:?]
at grandcolonies.listeners.IndustryPanelReplacer.advance(IndustryPanelReplacer.kt:156) ~[?:?]
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
at java.base/java.lang.Thread.run(Thread.java:1575) [?:?][close]
Hmm, I didn't encounter this in my testing. What is the context for this happening? Is it on a new save with 9.0.0? Did you delete your old TASC folder before copying in 9.0.0? Is the market in question a planet or a station created with TASC?
I did remove old version before updating
Here is my current mod listSpoiler"Ashes of The Domain - Cryosleeper Module",
"Ashes of The Domain - Virtue Of Society",
"Ashes of The Domain- Vaults of Knowledge",
"Combat Chatter",
"Console Commands",
"DIYPlanets",
"Grand.Colonies2.0.e",
"GraphicsLib",
"Industrial.Evolution3.3.e",
"Larger Zoom Out",
"LazyLib",
"LunaLib",
"MagicLib",
"MagicAchievementsVanillaPack",
"MagicLib",
"Nexerelin",
"Rouge",
"Special Hullmod Upgrades",
"SpeedUp",
"Terraforming and Station Construction",
"TrulyAutomatedShips",
"Which-Industry"[close]
Thanks for providing your mod list. I'm not able to replicate it with only TASC and the library mods, so it must be an incompatibility with one of the other mods on your list.Hey,
I've also run into a crash whilst opening the trade market (option [3]) on a non-TASC planet, in my case Agreus.The save was a fresh start, I have completely deleted the old mod folder before installing 9.0.0. I have been docking and trading perfectly fine on other planets before.Spoiler268577 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SectorEntityToken.hasTag(String)" because the return value of "com.fs.starfarer.api.campaign.econ.MarketAPI.getPrimaryEntity()" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SectorEntityToken.hasTag(String)" because the return value of "com.fs.starfarer.api.campaign.econ.MarketAPI.getPrimaryEntity()" is null
at boggled.scripts.BoggledTerraformingRequirement$RequirementContext.<init>(BoggledTerraformingRequirement.java:80) ~[?:?]
at boggled.campaign.econ.industries.BoggledCommonIndustry.<init>(BoggledCommonIndustry.java:170) ~[?:?]
at boggled.campaign.econ.industries.BoggledBaseIndustry.init(BoggledBaseIndustry.java:29) ~[?:?]
at grandcolonies.listeners.IndustryPanelReplacer.getWidgetIndustry(IndustryPanelReplacer.kt:374) ~[?:?]
at grandcolonies.listeners.IndustryPanelReplacer.getAllWidgets(IndustryPanelReplacer.kt:340) ~[?:?]
at grandcolonies.listeners.IndustryPanelReplacer.advance(IndustryPanelReplacer.kt:156) ~[?:?]
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
at java.base/java.lang.Thread.run(Thread.java:1575) [?:?][close]
EDIT: Also crashing in Nomios, Ancyra.
Hey, if you could also provide your mod list that might help narrow down where the incompatibility is.
In the meantime, I posted a link to the previous version of TASC in another comment. Sorry for the inconvenience![close]
Probably incompatible with the new version :'(
Hey,
no problem, glad I could be of help. Do you have any idea on how to avoid the problem? Ideally I would avoid disabling Grand Colonies altogether and/or starting a new save with the old TASC.
That lack of backwards compatibility is brutal, make no mistake. Pity I can't test this until a new save.
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SectorEntityToken.hasTag(String)" because the return value of "com.fs.starfarer.api.campaign.econ.MarketAPI.getPrimaryEntity()" is null
at boggled.scripts.BoggledTerraformingRequirement$RequirementContext.<init>(BoggledTerraformingRequirement.java:80) ~[?:?]
at boggled.campaign.econ.industries.BoggledCommonIndustry.<init>(BoggledCommonIndustry.java:170) ~[?:?]
at boggled.campaign.econ.industries.Boggled_Cryosanctum.init(Boggled_Cryosanctum.java:25) ~[?:?]
at grandcolonies.listeners.IndustryPanelReplacer.getWidgetIndustry(IndustryPanelReplacer.kt:374) ~[?:?]
at grandcolonies.listeners.IndustryPanelReplacer.getAllWidgets(IndustryPanelReplacer.kt:340) ~[?:?]
at grandcolonies.listeners.IndustryPanelReplacer.advance(IndustryPanelReplacer.kt:156) ~[?:?]
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
For reasons I don't understand with my negative coding knowledge, this mod cause CTD when trying to open the market interface in Nomios.
The log shows this.Quotejava.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SectorEntityToken.hasTag(String)" because the return value of "com.fs.starfarer.api.campaign.econ.MarketAPI.getPrimaryEntity()" is null
at boggled.scripts.BoggledTerraformingRequirement$RequirementContext.<init>(BoggledTerraformingRequirement.java:80) ~[?:?]
at boggled.campaign.econ.industries.BoggledCommonIndustry.<init>(BoggledCommonIndustry.java:170) ~[?:?]
at boggled.campaign.econ.industries.Boggled_Cryosanctum.init(Boggled_Cryosanctum.java:25) ~[?:?]
at grandcolonies.listeners.IndustryPanelReplacer.getWidgetIndustry(IndustryPanelReplacer.kt:374) ~[?:?]
at grandcolonies.listeners.IndustryPanelReplacer.getAllWidgets(IndustryPanelReplacer.kt:340) ~[?:?]
at grandcolonies.listeners.IndustryPanelReplacer.advance(IndustryPanelReplacer.kt:156) ~[?:?]
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
I will try disabling everything else but this mod later and see if that fixes it.
Hi, switching GC to Legacy Mode in the settings.json file should stop it from crashing in the meantime!
waiting for the hotfix :D
Ah my indispensable mod. Thank you for your efforts.
This is the same issue as was reported previously. It's an untested interaction between TASC and Grand Colonies. GC creates a fake market that doesn't have a planet or station associated with it. TASC does some stuff when setting up industries that relied on the market having a planet or station associated with it. It'll be fixed in a future version (I've already done a fix for it, but I don't do release stuff). The fix for now is to run GC in Legacy Mode.Hi, switching GC to Legacy Mode in the settings.json file should stop it from crashing in the meantime!
CTD error when attempting to build an Industry on a station. I've attempted this with two different industries (such as Hydroponics). Will try with a planetary colony soon(tm) and see if I get the same results.See:
Copy of crash message:Spoilerjava.lang.NullPointerException
at boggled.scripts.BoggledTerraformingRequirement$RequirementContext.<init>(BoggledTerraformingRequirement.java:80)
at boggled.campaign.econ.industries.BoggledCommonIndustry.<init>(BoggledCommonIndustry.java:170)
at boggled.campaign.econ.industries.BoggledBaseIndustry.init(BoggledBaseIndustry.java:29)
at grandcolonies.listeners.IndustryPanelReplacer.getWidgetIndustry(IndustryPanelReplacer.kt:374)
at grandcolonies.listeners.IndustryPanelReplacer.getAllWidgets(IndustryPanelReplacer.kt:340)
at grandcolonies.listeners.IndustryPanelReplacer.advance(IndustryPanelReplacer.kt:156)
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.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)[close]
Hi, switching GC to Legacy Mode in the settings.json file should stop it from crashing in the meantime!
The new version of this mod makes the game crash if you go from playing to the main menu and try to start a new game.
527542 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: java.lang.NullPointerException
java.lang.RuntimeException: java.lang.NullPointerException
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.O.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.for.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.int.Ò00000(Unknown Source)
at com.fs.starfarer.ui.int.processInput(Unknown Source)
at com.fs.starfarer.ui.W.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.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Caused by: java.lang.NullPointerException
at boggled.scripts.BoggledTerraformingRequirement$RequirementContext.<init>(BoggledTerraformingRequirement.java:143)
at boggled.scripts.BoggledTerraformingRequirement$RequirementContext.getFocusContext(BoggledTerraformingRequirement.java:176)
at boggled.campaign.econ.boggledTools.getTokenReplacements(boggledTools.java:1491)
at boggled.scripts.BoggledTerraformingProjectEffect$EffectWithRequirement.getRequirementsString(BoggledTerraformingProjectEffect.java:1133)
at boggled.scripts.BoggledTerraformingProjectEffect$EffectWithRequirement.applyProjectEffectImpl(BoggledTerraformingProjectEffect.java:1147)
at boggled.scripts.BoggledTerraformingProjectEffect$TerraformingProjectEffect.applyProjectEffect(BoggledTerraformingProjectEffect.java:93)
at boggled.scripts.BoggledTerraformingProject.applyOngoingEffects(BoggledTerraformingProject.java:333)
at boggled.campaign.econ.industries.BoggledCommonIndustry.apply(BoggledCommonIndustry.java:520)
at boggled.campaign.econ.industries.BoggledBaseIndustry.apply(BoggledBaseIndustry.java:107)
at com.fs.starfarer.campaign.econ.Market.reapplyIndustries(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.MainWorkTask2.doNextBatch(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomy.nextStep(Unknown Source)
at com.fs.starfarer.campaign.econ.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.campaign.econ.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
... 15 more
Thanks for the update! The mod is absolutely awesome btw!
4053201 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at boggled.scripts.BoggledTerraformingRequirement$RequirementContext.<init>(BoggledTerraformingRequirement.java:80)
at boggled.campaign.econ.industries.BoggledCommonIndustry.<init>(BoggledCommonIndustry.java:170)
at boggled.campaign.econ.industries.BoggledBaseIndustry.init(BoggledBaseIndustry.java:29)
at grandcolonies.listeners.IndustryPanelReplacer.getWidgetIndustry(IndustryPanelReplacer.kt:374)
at grandcolonies.listeners.IndustryPanelReplacer.getAllWidgets(IndustryPanelReplacer.kt:340)
at grandcolonies.listeners.IndustryPanelReplacer.advance(IndustryPanelReplacer.kt:156)
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.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
Found this crash when trying to build stellar mirror thing
Hi, there seems to be a problem with AI Battle Station; I can't spend story points on it or add AI core. ???
Same problem with only TaSC, Console Commands and LazyLib active, is this intended?
This error is from an older version of TASC.
Putting the mouse over Perihelion Project in the TASC/Vault of Knowledge tech-tree causes the game to crash:Spoiler227613 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.StarSystemAPI.getName()" because the return value of "com.fs.starfarer.api.campaign.econ.MarketAPI.getStarSystem()" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.StarSystemAPI.getName()" because the return value of "com.fs.starfarer.api.campaign.econ.MarketAPI.getStarSystem()" is null
at data.campaign.econ.industries.Boggled_Perihelion_Project.addRightAfterDescripti onSection(Boggled_Perihelion_Project.java:315) ~[?:?]
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.createTooltip(BaseIndustry.java:1047) ~[starfarer.api.jar:?]
at data.kaysaar.aotd.vok.ui.components.TechTreeResearchOptionPanel$2.createTooltip(TechTreeResearchOptionPanel.java:233) ~[?:?]
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable$14.createImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.showTooltip(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.O0Oo.super.new(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.g.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.E.I.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.O.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.newui.OOoO.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.O.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.newui.o0Oo.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
at java.base/java.lang.Thread.run(Thread.java:1575) [?:?][close]
Hey, I didn't say it, but now you have a nice terraforming panel. Even if 9.0.0 is to blame for the death of my neurons, because it crashed every time I played with Grand Colony :)Fixed in 9.0.1, weird cross mod interactions are (unfortunately) rarely tested.
I'm having the same problem with Domain Archaeology and Cryosanctums.Hi, there seems to be a problem with AI Battle Station; I can't spend story points on it or add AI core. ???
Same problem with only TaSC, Console Commands and LazyLib active, is this intended?
It is not intended. Fixed for the next release. Thanks for reporting.
Huh, didn't even realize that I had 8.4.6. Thakns!
Putting the mouse over Perihelion Project in the TASC/Vault of Knowledge tech-tree causes the game to crash:Spoiler227613 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.StarSystemAPI.getName()" because the return value of "com.fs.starfarer.api.campaign.econ.MarketAPI.getStarSystem()" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.StarSystemAPI.getName()" because the return value of "com.fs.starfarer.api.campaign.econ.MarketAPI.getStarSystem()" is null
at data.campaign.econ.industries.Boggled_Perihelion_Project.addRightAfterDescripti onSection(Boggled_Perihelion_Project.java:315) ~[?:?]
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.createTooltip(BaseIndustry.java:1047) ~[starfarer.api.jar:?]
at data.kaysaar.aotd.vok.ui.components.TechTreeResearchOptionPanel$2.createTooltip(TechTreeResearchOptionPanel.java:233) ~[?:?]
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable$14.createImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.showTooltip(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.O0Oo.super.new(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.g.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.E.I.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.O.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.newui.OOoO.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.O.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.newui.o0Oo.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
at java.base/java.lang.Thread.run(Thread.java:1575) [?:?][close]
This error is from an older version of TASC.
Quick question are factions supposed to have such a giant hate boner against stations ?And after asking about it on Nextrelin thats what i got from there:
I'm doing pirate playthrough rn, and i had planets for few cycles now, and i did got attacked but it was quite rare, but after building a mining station not only i got two invasions coming pretty much instantly after building it, but i constantly have raids or invasions going to my system, and the invasions are targeting the station exclusively, i can have like 3 raids and 2 invasions coming in a span of 90 days.
Do you have a commission with a pirate-type faction (in vanilla this is pirates and Luddic Path)? That protects all your markets (except those taken from another faction*) if pirate invasions haven't also been enabled.
*This check relies on checking the currently owning faction against the `$startingFactionId` memory key which I expect TASC doesn't set, hence the station getting picked on. TASC should probably set it, although an update won't help your 0.96 game.
Found a bug when hovering the mouse on top of the astropolis icon on the ability bar which crashes the game.Spoiler85962 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: org.json.JSONException: JSONObject["boggledAstropolisFollowOrbitalRequirements"] not found.
java.lang.RuntimeException: org.json.JSONException: JSONObject["boggledAstropolisFollowOrbitalRequirements"] not found.
at com.fs.starfarer.settings.StarfarerSettings. 00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.getBoolean(Unknown Source)
at boggled.campaign.econ.boggledTools.getBooleanSetting(boggledTools.java:2728)
at boggled.campaign.econ.boggledTools.optionsAllowThis(boggledTools.java:381)
at boggled.scripts.BoggledTerraformingRequirement$TerraformingRequirement.isEnabled(BoggledTerraformingRequirement.java:247)
at boggled.scripts.BoggledProjectRequirementsOR.checkRequirement(BoggledProjectRequirementsOR.java:77)
at boggled.scripts.BoggledProjectRequirementsAND.requirementsMet(BoggledProjectRequirementsAND.java:124)
at boggled.scripts.BoggledProjectRequirementsAND.requirementsMet(BoggledProjectRequirementsAND.java:127)
at boggled.scripts.BoggledProjectRequirementsAND.requirementsMet(BoggledProjectRequirementsAND.java:127)
at boggled.scripts.BoggledProjectRequirementsAND$RequirementAndThen.checkRequirement(BoggledProjectRequirementsAND.java:32)
at boggled.campaign.econ.abilities.BoggledBaseAbility.createTooltip(BoggledBaseAbility.java:112)
at com.fs.starfarer.ui.newui.G$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.thissuper.showTooltip(Unknown Source)
at com.fs.starfarer.ui.O0Oo.super.new(Unknown Source)
at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.AbilityPickerDialog.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: org.json.JSONException: JSONObject["boggledAstropolisFollowOrbitalRequirements"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getBoolean(JSONObject.java:422)
... 36 more[close]
I'm only using the LazyLib and MagicLib with this and its still crashing
Quality mod info work on my part. LunaLib should've been a hard dependency ever since I merged my UI stuff into the main repo about 2 months ago. Fixed for 9.0.2Found a bug when hovering the mouse on top of the astropolis icon on the ability bar which crashes the game.Spoiler85962 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: org.json.JSONException: JSONObject["boggledAstropolisFollowOrbitalRequirements"] not found.
java.lang.RuntimeException: org.json.JSONException: JSONObject["boggledAstropolisFollowOrbitalRequirements"] not found.
at com.fs.starfarer.settings.StarfarerSettings. 00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.getBoolean(Unknown Source)
at boggled.campaign.econ.boggledTools.getBooleanSetting(boggledTools.java:2728)
at boggled.campaign.econ.boggledTools.optionsAllowThis(boggledTools.java:381)
at boggled.scripts.BoggledTerraformingRequirement$TerraformingRequirement.isEnabled(BoggledTerraformingRequirement.java:247)
at boggled.scripts.BoggledProjectRequirementsOR.checkRequirement(BoggledProjectRequirementsOR.java:77)
at boggled.scripts.BoggledProjectRequirementsAND.requirementsMet(BoggledProjectRequirementsAND.java:124)
at boggled.scripts.BoggledProjectRequirementsAND.requirementsMet(BoggledProjectRequirementsAND.java:127)
at boggled.scripts.BoggledProjectRequirementsAND.requirementsMet(BoggledProjectRequirementsAND.java:127)
at boggled.scripts.BoggledProjectRequirementsAND$RequirementAndThen.checkRequirement(BoggledProjectRequirementsAND.java:32)
at boggled.campaign.econ.abilities.BoggledBaseAbility.createTooltip(BoggledBaseAbility.java:112)
at com.fs.starfarer.ui.newui.G$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.thissuper.showTooltip(Unknown Source)
at com.fs.starfarer.ui.O0Oo.super.new(Unknown Source)
at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.AbilityPickerDialog.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: org.json.JSONException: JSONObject["boggledAstropolisFollowOrbitalRequirements"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getBoolean(JSONObject.java:422)
... 36 more[close]
I'm only using the LazyLib and MagicLib with this and its still crashing
Registered specifically to reply to this. Have the same issue.
boggledAstropolisFollowOrbitalRequirements variable is only set in LunaSettings.csv, but not in settings.json. The mod mostly works without LunaLib, but crashes on hover on the "build Astropolis" icon. I've installed LunaLib since I didn't want to mess with settings.json and check if there are other settings missed in settings.json. Crashes went away. Otherwise one can add variables that are missed to settings.json and that should resolve this.
Also fixed for 9.0.2I'm having the same problem with Domain Archaeology and Cryosanctums.Hi, there seems to be a problem with AI Battle Station; I can't spend story points on it or add AI core. ???
Same problem with only TaSC, Console Commands and LazyLib active, is this intended?
It is not intended. Fixed for the next release. Thanks for reporting.
Also Cryosanctums aren't producing harvested organs anymore, unless I'm missing something.
I'm coming back in regard to that problem i had:Quick question are factions supposed to have such a giant hate boner against stations ?And after asking about it on Nextrelin thats what i got from there:
I'm doing pirate playthrough rn, and i had planets for few cycles now, and i did got attacked but it was quite rare, but after building a mining station not only i got two invasions coming pretty much instantly after building it, but i constantly have raids or invasions going to my system, and the invasions are targeting the station exclusively, i can have like 3 raids and 2 invasions coming in a span of 90 days.Do you have a commission with a pirate-type faction (in vanilla this is pirates and Luddic Path)? That protects all your markets (except those taken from another faction*) if pirate invasions haven't also been enabled.
*This check relies on checking the currently owning faction against the `$startingFactionId` memory key which I expect TASC doesn't set, hence the station getting picked on. TASC should probably set it, although an update won't help your 0.96 game.
i just updated to 9.0.2 after seeing that some industries were broken. after updating from 9.0.1 i see i still can't:
improve with storypoint:
cloning
limelight
hydroponics
install AI core:
cloning
hydroponics
Sniped, fixed in 9.0.3.I'm coming back in regard to that problem i had:Quick question are factions supposed to have such a giant hate boner against stations ?And after asking about it on Nextrelin thats what i got from there:
I'm doing pirate playthrough rn, and i had planets for few cycles now, and i did got attacked but it was quite rare, but after building a mining station not only i got two invasions coming pretty much instantly after building it, but i constantly have raids or invasions going to my system, and the invasions are targeting the station exclusively, i can have like 3 raids and 2 invasions coming in a span of 90 days.Do you have a commission with a pirate-type faction (in vanilla this is pirates and Luddic Path)? That protects all your markets (except those taken from another faction*) if pirate invasions haven't also been enabled.
*This check relies on checking the currently owning faction against the `$startingFactionId` memory key which I expect TASC doesn't set, hence the station getting picked on. TASC should probably set it, although an update won't help your 0.96 game.
Interesting, thanks for letting me know about this. I'll try to set that memory key in a future update to fix this issue.
Kletka simulator doesn't work.Fixed in 9.0.3, monthly item production was being disabled at some point. Chances of getting an item were also wrong, so alpha core + improve no longer gives a 100% chance of getting something.
It has only produced 1 alpha core in 8 months. No other cores show up in the storage. No Beta core. No Gamma. Only 1 Alpha core in 8 mouth. I put an alpha core inside and improved the build for story points. The percentage display doesn't work correctly either. Core production message does not appear every month. https://paste.pics/QHEDK (https://paste.pics/QHEDK)
I get this when upgrading from 9.0.0 to 9.0.2 and loading a save that worked before.I refactored the industries away from data.campaign.econ.industries to boggled.campaign.econ.industries so that errors show up more clearly, but that was well before 9.0.0 was released. You might be able to get around it by changing the data.campaign.econ.industries.Boggled__Cryosanctum parts to boggled.campaign.econ.industries.Boggled__Cryosanctum but no guarantees.
I refactored the industries away from data.campaign.econ.industries to boggled.campaign.econ.industries so that errors show up more clearly, but that was well before 9.0.0 was released. You might be able to get around it by changing the data.campaign.econ.industries.Boggled__Cryosanctum parts to boggled.campaign.econ.industries.Boggled__Cryosanctum but no guarantees.I am stupid, the version i was using was 8.4.5. RIP, i even spent two days transferring things over from 0.96 to 0.97. :)
Assigning AI cores to Cryosanctums reduces its production by one. This cancels out when assigning an Alpha Core.Fixed in 9.0.3
Edit: I also have Ashes of the Domain in case that matters.
Now using 0.97a-RC11 with TASC 9.0.3. It appears to me the game does not reflect changes in the mod's settings.json file.Do you have Lunalib installed? If yes Lunalib settings should take priority, just set the changes in Lunalib (in the main menu or F2).
Thanks, editing the values in Lunalib solved the issue.Now using 0.97a-RC11 with TASC 9.0.3. It appears to me the game does not reflect changes in the mod's settings.json file.Do you have Lunalib installed? If yes Lunalib settings should take priority, just set the changes in Lunalib (in the main menu or F2).
now that genelab gets a progress bar when removing pollution, now it does the thing like building commerce does.Can I get some more info on when this happens? The only conditions that should be resetting the pollution remediation project from the Genelab are if the colony has the Heavy Industry industry with a Corrupted or Pristine Nanoforge, or the Orbital Works industry with the same, or if the colony is no longer polluted in which case the project won't start and won't show.
it resets the progress sometimes.
Also, I miss the opportunity to terraform very hot non-volcanic planets into jungle/desert worlds and very cold in tundra, that worked in previous versions of TASC long ago.The version I started working on the requirement for terraforming into those planets was hot or temperate, and cold or temperate respectively. That said, you can add your own requirements either by making a mini mod using the stuff in the SimpleExamplePlugin folder, or by editing the requirements directly. Unfortunately, due to a bug in input validation for planet types, you can't do a change to volcanic in 9.0.3 and below. Fixed in 9.0.4
After some more testing I found an issue that increasing the value of mining stations to 5 in LunaLib still does not allow me to build more than 1 per system.Thanks, editing the values in Lunalib solved the issue.Now using 0.97a-RC11 with TASC 9.0.3. It appears to me the game does not reflect changes in the mod's settings.json file.Do you have Lunalib installed? If yes Lunalib settings should take priority, just set the changes in Lunalib (in the main menu or F2).
After some more testing I found an issue that increasing the value of mining stations to 5 in LunaLib still does not allow me to build more than 1 per system.Thanks, editing the values in Lunalib solved the issue.Now using 0.97a-RC11 with TASC 9.0.3. It appears to me the game does not reflect changes in the mod's settings.json file.Do you have Lunalib installed? If yes Lunalib settings should take priority, just set the changes in Lunalib (in the main menu or F2).
Also, disabling the check for orbital requirements for building astropolis station works fine, but still applies for siphon station. Hence I can build astropoli around a gas giant, but siphon station is not allowed due to unsatisfactory orbit. I believe if the orbit check is set to false, it should be disabled for siphon stations as well.
In fact from the scientific point of view, due to close proximity of siphon station to the host planet the presence of other orbital bodies in the system should have negligible effect on the orbit stability. IRL, for satellites on low Earth orbit you can neglect the effect of the Moon.
The requirement wasn't respecting the LunaLib setting. Fixed in 9.0.4, temporary fix is to modify the ability_mining_station_too_many_stations requirement's max_num value in tasc/data/campaign/terraforming/terraforming_requirements.csv. It'll take effect when you load a save.After some more testing I found an issue that increasing the value of mining stations to 5 in LunaLib still does not allow me to build more than 1 per system.Thanks, editing the values in Lunalib solved the issue.Now using 0.97a-RC11 with TASC 9.0.3. It appears to me the game does not reflect changes in the mod's settings.json file.Do you have Lunalib installed? If yes Lunalib settings should take priority, just set the changes in Lunalib (in the main menu or F2).
Also, disabling the check for orbital requirements for building astropolis station works fine, but still applies for siphon station. Hence I can build astropoli around a gas giant, but siphon station is not allowed due to unsatisfactory orbit. I believe if the orbit check is set to false, it should be disabled for siphon stations as well.
In fact from the scientific point of view, due to close proximity of siphon station to the host planet the presence of other orbital bodies in the system should have negligible effect on the orbit stability. IRL, for satellites on low Earth orbit you can neglect the effect of the Moon.
I am trying to build a siphon station around a gas giant. There are 2 planets orbiting the gas giant. The Build Siphon station icon says that the planet is orbiting too close to it. So I moved the planet beyond the other orbiting planet giving it plenty of room. But when I load the game back up the planet is much farther away but the Icon still says the planet is too close. How can I build that station? Is there a Console Command to spawn a station? I have looked through the files to see if I could modify the minimum distance a planet has to be in order to let the station be built but I could not find anything. Can anyone help me?Fixed in 9.0.4
I am unsure if you are already aware or if i am missing somethingFixed in 9.0.4, will probably require rebuilding the AI battlestation.
but after i build the ai battlestation it just goes into permanent repair mode. It does spawn the fleets and i can add ai cores or upgrade it using story points. but it is stuck in repair (i think i let it repair for around 3 ingame years or more) and it never changed.
i tried checking the changelogs or other posts but didnt really find anything
Hey, not sure if this has been asked before, as I don't think I can search through specific forum posts, but I'm using this mod and I recolonized the abandoned terraforming platform above Asharu, it started out as 100 hazard at colony size 3, but now that its grown to colony size 4 the hazard rating has gone up to 150 and says that it's due to "no atmosphere", however that does not show up in the upper right colony conditions section, only shows the size and the free port status, I tried to include a picture of it, does anyone know if this is normal? Or if there's a way to fix or prevent this? Or if it could be caused by a different mod altogether?Fixed in 9.0.4
This also happened when I recolonized a different station in a different save game.
Hopefully there's a way to either fix or change that, as I wanted to use the station as a research hub or something before I bothered properly colonizing, but if this is normal and intended behavior then I can work around it probably, just want to know if it's some kind of glitch first.
Cannot build Perihelion project, says the system does not have a giant blue star.Cannot reproduce, do you have any other mods installed?Spoiler(https://i.imgur.com/p7UhpEz.png) (https://i.imgur.com/8gWfCRX.png)[close]
Cannot build Perihelion project, says the system does not have a giant blue star.Spoiler(https://i.imgur.com/p7UhpEz.png) (https://i.imgur.com/8gWfCRX.png)[close]QuoteCannot reproduce, do you have any other mods installed?
More likely I forgot the Unknown Skies Blue Giant star types, grab https://raw.githubusercontent.com/boggledstarsector/TASC/9.0.5/data/campaign/terraforming/terraforming_requirement.csv (https://raw.githubusercontent.com/boggledstarsector/TASC/9.0.5/data/campaign/terraforming/terraforming_requirement.csv) and https://raw.githubusercontent.com/boggledstarsector/TASC/9.0.5/data/campaign/terraforming/terraforming_requirements_OR.csv (https://raw.githubusercontent.com/boggledstarsector/TASC/9.0.5/data/campaign/terraforming/terraforming_requirements_OR.csv) and put them in tasc/data/campaign/terraforming and see if that fixes it.Cannot build Perihelion project, says the system does not have a giant blue star.Spoiler(https://i.imgur.com/p7UhpEz.png) (https://i.imgur.com/8gWfCRX.png)[close]QuoteCannot reproduce, do you have any other mods installed?
My hunch is it's a conflict between TaSC and mod AoTD; prior to updating both mods, TaSC was integrated in the research tree and was working fine, built the Perihelion Project, in a previous campaign.
installed mods:Spoiler{"enabledMods": [
"pantera_ANewLevel30",
"Cryo_but_better",
"aod_vos",
"aotd_vok",
"lw_autosave",
"BVH",
"CaptainsLog",
"combatactivators",
"chatter",
"cmutils",
"lw_radar",
"lw_console",
"aaacrew_replacer",
"DetailedCombatResults",
"exoticatechnologies",
"fleethistory",
"fleet_journal",
"sun_flux_reticle",
"GrandColonies",
"HexShields",
"illustrated_entities",
"IndEvo",
"Imperium",
"timid_xiv",
"largerZoomOut",
"lw_lazylib",
"leadingPip",
"lobster_proliferation",
"logisticsNotifications",
"lunalib",
"MagicLib",
"Mayasuran Navy",
"missingsuperships",
"MoreBarMissions",
"MoreMilitaryMissions",
"more_player_names",
"more_procgen_names",
"more_ship_names",
"nexerelin",
"officerExtension",
"PirateMiniMegaMod",
"planet_search",
"planetaryshieldreplacer",
"wyv_planetaryShieldAccessControl",
"portrait_changer",
"progressiveSMods",
"pt_qolpack",
"QualityCaptains",
"assortment_of_things",
"scan_those_gates",
"secretsofthefrontier",
"swp",
"SBTM",
"mayu_specialupgrades",
"speedUp",
"sun_starship_legends",
"stelnet",
"alcoholism",
"symbiotic_void_creatures",
"System_Marker",
"tahlan",
"presmattdamon_takenoprisoners",
"Terraforming & Station Construction",
"evangel_tasc_command_ui",
"knights_of_ludd",
"thirstSector",
"TrulyAutomatedShips",
"underworld",
"US",
"which_industry",
"audio_plus",
"aaamarketRetrofits",
"shaderLib"
]}[close]
More likely I forgot the Unknown Skies Blue Giant star types, grab https://raw.githubusercontent.com/boggledstarsector/TASC/9.0.5/data/campaign/terraforming/terraforming_requirement.csv (https://raw.githubusercontent.com/boggledstarsector/TASC/9.0.5/data/campaign/terraforming/terraforming_requirement.csv) and https://raw.githubusercontent.com/boggledstarsector/TASC/9.0.5/data/campaign/terraforming/terraforming_requirements_OR.csv (https://raw.githubusercontent.com/boggledstarsector/TASC/9.0.5/data/campaign/terraforming/terraforming_requirements_OR.csv) and put them in tasc/data/campaign/terraforming and see if that fixes it.
5664 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - com.fs.starfarer.api.util.RuleException: java.lang.RuntimeException: Command [boggledIsRemnantPatrol] not found in packages:
com.fs.starfarer.api.impl.campaign.rulecmd
com.fs.starfarer.api.impl.campaign.rulecmd.salvage
com.fs.starfarer.api.impl.campaign.rulecmd.newgame
com.fs.starfarer.api.impl.campaign.rulecmd.missions
com.fs.starfarer.api.impl.campaign.rulecmd.academy
lunalib.backend.cmds
data.scripts
com.fs.starfarer.api.util.RuleException: java.lang.RuntimeException: Command [boggledIsRemnantPatrol] not found in packages:
com.fs.starfarer.api.impl.campaign.rulecmd
com.fs.starfarer.api.impl.campaign.rulecmd.salvage
com.fs.starfarer.api.impl.campaign.rulecmd.newgame
com.fs.starfarer.api.impl.campaign.rulecmd.missions
com.fs.starfarer.api.impl.campaign.rulecmd.academy
lunalib.backend.cmds
data.scripts
at com.fs.starfarer.campaign.rules.super.<init>(Unknown Source)
at com.fs.starfarer.campaign.rules.Rules.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.ÓO0000(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.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.RuntimeException: Command [boggledIsRemnantPatrol] not found in packages:
com.fs.starfarer.api.impl.campaign.rulecmd
com.fs.starfarer.api.impl.campaign.rulecmd.salvage
com.fs.starfarer.api.impl.campaign.rulecmd.newgame
com.fs.starfarer.api.impl.campaign.rulecmd.missions
com.fs.starfarer.api.impl.campaign.rulecmd.academy
lunalib.backend.cmds
data.scripts
at com.fs.starfarer.campaign.rules.super.getCommandClass(Unknown Source)
... 9 more
9.0.4 is throwing me a consistent crash on boot, even when only it and its dependencies are installed (lazy 2.8b and luna 1.8.4). Starsector .97RC10
The error log line is following:SpoilerCode5664 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - com.fs.starfarer.api.util.RuleException: java.lang.RuntimeException: Command [boggledIsRemnantPatrol] not found in packages:
com.fs.starfarer.api.impl.campaign.rulecmd
com.fs.starfarer.api.impl.campaign.rulecmd.salvage
com.fs.starfarer.api.impl.campaign.rulecmd.newgame
com.fs.starfarer.api.impl.campaign.rulecmd.missions
com.fs.starfarer.api.impl.campaign.rulecmd.academy
lunalib.backend.cmds
data.scripts
com.fs.starfarer.api.util.RuleException: java.lang.RuntimeException: Command [boggledIsRemnantPatrol] not found in packages:
com.fs.starfarer.api.impl.campaign.rulecmd
com.fs.starfarer.api.impl.campaign.rulecmd.salvage
com.fs.starfarer.api.impl.campaign.rulecmd.newgame
com.fs.starfarer.api.impl.campaign.rulecmd.missions
com.fs.starfarer.api.impl.campaign.rulecmd.academy
lunalib.backend.cmds
data.scripts
at com.fs.starfarer.campaign.rules.super.<init>(Unknown Source)
at com.fs.starfarer.campaign.rules.Rules.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.ÓO0000(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.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.RuntimeException: Command [boggledIsRemnantPatrol] not found in packages:
com.fs.starfarer.api.impl.campaign.rulecmd
com.fs.starfarer.api.impl.campaign.rulecmd.salvage
com.fs.starfarer.api.impl.campaign.rulecmd.newgame
com.fs.starfarer.api.impl.campaign.rulecmd.missions
com.fs.starfarer.api.impl.campaign.rulecmd.academy
lunalib.backend.cmds
data.scripts
at com.fs.starfarer.campaign.rules.super.getCommandClass(Unknown Source)
... 9 more[close]
Yeah; just to be safe I did that again just now, same error.
Hmm, I'm not able to replicate this issue on my system. How are you downloading TASC - through the download link zip file, or using git clone? Are there any settings or CSV modifications you're copy/pasting back in after deleting the TASC folder and redownloading it? If you have a large mod folder, have you confirmed there's not two versions of TASC in the folder (it might be called "TASC" or "Terraforming and Station Construction")?Using the download link in the OP. I have checked for any data that shouldn't be there, and just to be safe also deleted the TASC settings stored in lunasettings. I'll try to just move all mods apart from TASC from the mod folder and also try an earlier 9.x version
OK, removed the game and made a fresh install of 97RC11 to a different drive, installed only lazy+luna+TASCHmm, I'm not able to replicate this issue on my system. How are you downloading TASC - through the download link zip file, or using git clone? Are there any settings or CSV modifications you're copy/pasting back in after deleting the TASC folder and redownloading it? If you have a large mod folder, have you confirmed there's not two versions of TASC in the folder (it might be called "TASC" or "Terraforming and Station Construction")?Using the download link in the OP. I have checked for any data that shouldn't be there, and just to be safe also deleted the TASC settings stored in lunasettings. I'll try to just move all mods apart from TASC from the mod folder and also try an earlier 9.x version
Atmosphere Processor appears to count as Seafloor Cities for water world hazard. Unless there's something else funky going on, unsure.Did you remove Seafloor Cities then add Atmosphere Processor? There's a bug in Seafloor Cities that doesn't correctly remove the pseudo suppression on the Water Surface condition when it's removed, fixed in 9.0.5
Atmosphere Processor appears to count as Seafloor Cities for water world hazard. Unless there's something else funky going on, unsure.Did you remove Seafloor Cities then add Atmosphere Processor? There's a bug in Seafloor Cities that doesn't correctly remove the pseudo suppression on the Water Surface condition when it's removed, fixed in 9.0.5
7261668 [Thread-3] WARN com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - Problem with command of class data.scripts.boggledObjectiveBuild: org.json.JSONException: JSONObject["boggledDomainTechObjectivesUpgradeRelationshipImpact"] not found.
java.lang.RuntimeException: org.json.JSONException: JSONObject["boggledDomainTechObjectivesUpgradeRelationshipImpact"] not found.
at com.fs.starfarer.settings.StarfarerSettings.?00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.getFloat(Unknown Source)
at data.scripts.boggledObjectiveBuild.build(boggledObjectiveBuild.java:87)
at data.scripts.boggledObjectiveBuild.execute(boggledObjectiveBuild.java:52)
at com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.Object.runScript(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:106)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:51)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:57)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBest(RuleBasedInteractionDialogPluginImpl.java:177)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionSelected(RuleBasedInteractionDialogPluginImpl.java:210)
at com.fs.starfarer.ui.newui.o0Oo$1.super(Unknown Source)
at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.int.?00000(Unknown Source)
at com.fs.starfarer.ui.int.processInput(Unknown Source)
at com.fs.starfarer.ui.W.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.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: org.json.JSONException: JSONObject["boggledDomainTechObjectivesUpgradeRelationshipImpact"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getDouble(JSONObject.java:445)
... 23 more
Think I have another LunaLib settings related one. Searched for it in the thread, didn't find it.Fixed for 9.0.5, which hasn't been released yet
boggledDomainTechObjectivesUpgradeRelationshipImpact is defined in LunaSettings.csv, and LunaLib is installed and enabled. However, attempting to upgrade a makeshift stable location structure to domain tech returns below:Code7261668 [Thread-3] WARN com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - Problem with command of class data.scripts.boggledObjectiveBuild: org.json.JSONException: JSONObject["boggledDomainTechObjectivesUpgradeRelationshipImpact"] not found.
java.lang.RuntimeException: org.json.JSONException: JSONObject["boggledDomainTechObjectivesUpgradeRelationshipImpact"] not found.
at com.fs.starfarer.settings.StarfarerSettings.?00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.getFloat(Unknown Source)
at data.scripts.boggledObjectiveBuild.build(boggledObjectiveBuild.java:87)
at data.scripts.boggledObjectiveBuild.execute(boggledObjectiveBuild.java:52)
at com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.Object.runScript(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:106)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:51)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:57)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBest(RuleBasedInteractionDialogPluginImpl.java:177)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionSelected(RuleBasedInteractionDialogPluginImpl.java:210)
at com.fs.starfarer.ui.newui.o0Oo$1.super(Unknown Source)
at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.int.?00000(Unknown Source)
at com.fs.starfarer.ui.int.processInput(Unknown Source)
at com.fs.starfarer.ui.W.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.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: org.json.JSONException: JSONObject["boggledDomainTechObjectivesUpgradeRelationshipImpact"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getDouble(JSONObject.java:445)
... 23 more
The structure also doesn't get updated.
It seems that whatever is referencing that variable doesn't look for it in LunaSettings. I've added it to settings.json to circumvent this for now, which worked.
I'm on 9.0.4 though, since version checker didn't report 9.0.5 to me yet
The setting for the coronal tap doesn't seem like it's used either.Fixed in 9.0.5
Looks like CHAMELEON resets progress of the decivilized population eradication on every save load. After a load -- 0% progress, regardless of what it was.Fixed in 9.0.5
The special item crafting via domain artifacts seems to be busted. The option doesn't pop-up despite me having a pristine nanoforge on a 6 pop planet with more than 3000+ domain era artifacts. I do not have Ashes of the Domain installed but I do have Nexerellin installed.Those are now shown in the terraforming menu and require the Enable Domain-tech crafting option to be set to true
Yeah; just to be safe I did that again just now, same error.
Hmm, I'm not able to replicate this issue on my system. How are you downloading TASC - through the download link zip file, or using git clone? Are there any settings or CSV modifications you're copy/pasting back in after deleting the TASC folder and redownloading it? If you have a large mod folder, have you confirmed there's not two versions of TASC in the folder (it might be called "TASC" or "Terraforming and Station Construction")?
2342170 [Thread-2] INFO sound.O - Cleaning up music with id [Sovereignty.ogg]
2342170 [Thread-2] INFO sound.O - Cleaning up music with id [StellarRemnant.ogg]
2342170 [Thread-2] INFO sound.O - Cleaning up music with id [FM_starsystem_01.ogg]
2342184 [Thread-6] INFO sound.O - Cleaning up music with id [faction_generic_market_01_neutral_var01.ogg]
2342634 [Thread-9] INFO sound.O - Creating streaming player for music with id [faction_generic_market_01_neutral_var01.ogg]
2342634 [Thread-9] INFO sound.OooO - Playing music with id [faction_generic_market_01_neutral_var01.ogg]
2343195 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SectorEntityToken.getOrbitFocus()" because the return value of "com.fs.starfarer.api.campaign.econ.MarketAPI.getPrimaryEntity()" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SectorEntityToken.getOrbitFocus()" because the return value of "com.fs.starfarer.api.campaign.econ.MarketAPI.getPrimaryEntity()" is null
at boggled.campaign.econ.industries.BoggledCommonIndustry.getFocusMarketOrMarket(BoggledCommonIndustry.java:277) ~[?:?]
at boggled.scripts.BoggledTerraformingRequirement$RequirementContext.getFocusContext(BoggledTerraformingRequirement.java:182) ~[?:?]
at boggled.campaign.econ.boggledTools.getTokenReplacements(boggledTools.java:1499) ~[?:?]
at boggled.scripts.BoggledTerraformingProjectEffect$EffectWithRequirement.addTooltipInfoImpl(BoggledTerraformingProjectEffect.java:1187) ~[?:?]
at boggled.scripts.BoggledTerraformingProjectEffect$TerraformingProjectEffect.addEffectTooltipInfo(BoggledTerraformingProjectEffect.java:85) ~[?:?]
at boggled.scripts.BoggledTerraformingProject.getOngoingEffectTooltipInfo(BoggledTerraformingProject.java:210) ~[?:?]
at boggled.campaign.econ.industries.BoggledCommonIndustry.addPostDemandSection(BoggledCommonIndustry.java:654) ~[?:?]
at boggled.campaign.econ.industries.BoggledBaseIndustry.addPostDemandSection(BoggledBaseIndustry.java:124) ~[?:?]
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.createTooltip(BaseIndustry.java:1265) ~[starfarer.api.jar:?]
at data.kaysaar.aotd.vok.ui.components.TechTreeResearchOptionPanel$2.createTooltip(TechTreeResearchOptionPanel.java:233) ~[?:?]
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable$14.createImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.showTooltip(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.O0Oo.super.new(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.g.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.E.I.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.O.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.newui.OOoO.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.O.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.newui.o0Oo.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
Running this alongside AoTD I no longer see the terraforming menu or station construction options in the hotbar nor can I find them to add them by right clicking.
Running this alongside AoTD I no longer see the terraforming menu or station construction options in the hotbar nor can I find them to add them by right clicking.That's the AotD integration. Everything's hidden until it's researched. They won't be removed if they're already there.
Oh! Okay, makes sense. Thanks.Running this alongside AoTD I no longer see the terraforming menu or station construction options in the hotbar nor can I find them to add them by right clicking.That's the AotD integration. Everything's hidden until it's researched. They won't be removed if they're already there.
Running this alongside AoTD I no longer see the terraforming menu or station construction options in the hotbar nor can I find them to add them by right clicking.That's the AotD integration. Everything's hidden until it's researched. They won't be removed if they're already there.
I had a similar issue to the above poster, log for posterity.
I've also experienced crashes when looking at the Aotd research menu of this mod. Here's the log that it showed
Got a crash when trying to access the research screen for this mod in the Ashes of the Domain UI. Here's the log:Well there's some quality QC work on my part. One of these days I'll test things properly. Fixed for 9.0.6. Seems to be only tooltips
Thanks for the mod great work.
I'm having an issue though. My kletka Simulator on Ismara at Penelope's Star has stopped making cores. I have a lot of mods going on but what essentially happened was IX Battlegroup took over Ismara I came back and took it back over. Removed autonomy that was put on it for some odd reason. Took the ai cores i had on there off. Gave the governorship back to Luddic Church (my commission) which lets me keep running the colony. But wheras before the invasion it was creating ai cores no problem. Now I havent received one in 6 months of waiting. Kind of annoying
BTW, the mod doesn't let you make domain-tech on a station anymore (it's in the terraform menu and you cannot terraform stations), is this intended?Not intended, oversight on the UI, I'll take a look tomorrow.
...Also the mod crashes if the coronal tap is on a station:Fixed in 9.0.6
Last update removed the terraforming button from the hot bar as an option and Mesozoic Park is no longer on my options.It re-added AotD integration if i'm understanding correctly. So you need to research them first.
Last update removed the terraforming button from the hot bar as an option and Mesozoic Park is no longer on my options.It re-added AotD integration if i'm understanding correctly. So you need to research them first.
reliably detects a trojan on this file...It's clean, see virustotal -> https://www.virustotal.com/gui/file/d6fe04991d39a716509dd1214a99a14e2236c62cc73ce3aa8662d2bd63939a8d
reliably detects a trojan on this file...
and considering the recent diable situation... id rather not
BTW, the mod doesn't let you make domain-tech on a station anymore (it's in the terraform menu and you cannot terraform stations), is this intended?Fixed in 9.0.6, if a market doesn't have any options then it won't show in the terraforming menu. AotD has its own way of making the colony items, so stations won't show if you've got AotD enabled since all the crafting projects get disabled due to AotD integration.
Hi! For some reason I don't have icons of terraforming or building a station when I'm trying to assign them into the empty slots of my quickbar. Do I need to research these things somehow prior to using them?
UPD: I saw them there two versions ago, didn't add any other mods but now they're not there.
getting a crash when mousing over Gravity Manipulation tech in AoTD research menu thing. Notably, I have Planetary Agrav Field set to Disabled. With Planetary Agrav Field set to Enabled I still get the crash though.When AotD is enabled, the enable/disable building options are ignored. This is because AotD doesn't have a way of disabling research options (they're all needed to form the research tree). Fixed in 9.0.6
Thank you SO MUCH for fixing these issues!getting a crash when mousing over Gravity Manipulation tech in AoTD research menu thing. Notably, I have Planetary Agrav Field set to Disabled. With Planetary Agrav Field set to Enabled I still get the crash though.When AotD is enabled, the enable/disable building options are ignored. This is because AotD doesn't have a way of disabling research options (they're all needed to form the research tree). Fixed in 9.0.6
Is it a bug or what, I have no ability icon for terraforming and space habitat build ?Did you research them?
Hmm not im not. Since when should we research this tech(I suppose) and where could I research ?Is it a bug or what, I have no ability icon for terraforming and space habitat build ?Did you research them?
Hi! For some reason I don't have icons of terraforming or building a station when I'm trying to assign them into the empty slots of my quickbar. Do I need to research these things somehow prior to using them?Same problem :'(
UPD: I saw them there two versions ago, didn't add any other mods but now they're not there.
If you're running Ashes of the Domain, you need to research it through the Research Facility. Otherwise they won't show up.Hmm not im not. Since when should we research this tech(I suppose) and where could I research ?Is it a bug or what, I have no ability icon for terraforming and space habitat build ?Did you research them?
Is it Academy thing or what? Played last time year ago +
And to add on, they are not 'starter' techs, so you're going to need to research a bit.If you're running Ashes of the Domain, you need to research it through the Research Facility. Otherwise they won't show up.Hmm not im not. Since when should we research this tech(I suppose) and where could I research ?Is it a bug or what, I have no ability icon for terraforming and space habitat build ?Did you research them?
Is it Academy thing or what? Played last time year ago +
yeah TY. I got this nowIf you're running Ashes of the Domain, you need to research it through the Research Facility. Otherwise they won't show up.Hmm not im not. Since when should we research this tech(I suppose) and where could I research ?Is it a bug or what, I have no ability icon for terraforming and space habitat build ?Did you research them?
Is it Academy thing or what? Played last time year ago +
Since you need to build a Research Facility to do anything, you need a colony. Settlements can't do research.And to add on, they are not 'starter' techs, so you're going to need to research a bit.If you're running Ashes of the Domain, you need to research it through the Research Facility. Otherwise they won't show up.Hmm not im not. Since when should we research this tech(I suppose) and where could I research ?Is it a bug or what, I have no ability icon for terraforming and space habitat build ?Did you research them?
Is it Academy thing or what? Played last time year ago +
TASC content is basically once you reach the 'new' stuff in research.
Which does mean you'll need a colony. Not sure if a Settlement can work, I haven't tried those.
Hello!It's been moved to the action bar. That was more than 1 version ago, though.
Your mod is just amazing!
However in new version I cannot find terraforming choice in planet manager (i'm sure it was there in prev version)
Do I search in wrong place?
Those are now shown in the terraforming menu and require the Enable Domain-tech crafting option to be set to true
It's a lot easier than the old method, especially since you no longer need to travel to the planet in question. And it should show up in the menu for assigning skills to the hotbar if you have any terraforming options unlocked (or by default if you don't have AotD).Those are now shown in the terraforming menu and require the Enable Domain-tech crafting option to be set to true
I keep seeing people mention a terraforming button on the hotbar. Okay, WHERE? I just see vague answers that act like I should already know this. I've checked the hotbar but all I get are options to build stations. I don't know why the domain tech was moved off the compatible planets to be built, but the new change has made it obnoxious to find.
is TASC compatible with DIY planets?There's no integration, but they should work alongside each other.
I have a pretty big issue. The Ashes of the Domain integration seems to overwrite the "Can build stations around purchased planets" setting.Not an AotD issue, just another untested mod interaction. Fixed in 9.0.7. Can you elaborate on station coloring?
Edit: As is station coloring.
Hello Boggled!Odd, that shouldn't happen because both Mesozoic Park and Expand Station don't have any installable items. In any case, it's now checked. Fixed (hopefully) in 9.0.7
Always run with your excellent mod, however starting today after building my first station alongside the AOTD mod I'm getting a null crash. Further testing seems to be that preemptively doing the expand station portion before cramped conditions is what causes it most likely, that was the only portion of the station set to complete when the CTD happened. Nevermind, it happens any time you try and do expand station.
I keep seeing people mention a terraforming button on the hotbar. Okay, WHERE? I just see vague answers that act like I should already know this. I've checked the hotbar but all I get are options to build stations. I don't know why the domain tech was moved off the compatible planets to be built, but the new change has made it obnoxious to find.It's just a replacement for the old terraforming ability that just opened up a dialogue. It (incorrectly) only got added when the Enable terraforming content option was true. Fixed in 9.0.7 to also add it when Enable Domain-tech crafting is true. Domain-tech crafting is unconditionally disabled if AotD is enabled because AotD has its own way of crafting.
Simply put, the setting to have them use only midline sprites was not working.I have a pretty big issue. The Ashes of the Domain integration seems to overwrite the "Can build stations around purchased planets" setting.Not an AotD issue, just another untested mod interaction. Fixed in 9.0.7. Can you elaborate on station coloring?
Edit: As is station coloring.
Fixed in 9.0.7. It'll be released when Boggled does another release.Simply put, the setting to have them use only midline sprites was not working.I have a pretty big issue. The Ashes of the Domain integration seems to overwrite the "Can build stations around purchased planets" setting.Not an AotD issue, just another untested mod interaction. Fixed in 9.0.7. Can you elaborate on station coloring?
Edit: As is station coloring.
Where do I get 9.0.7?
So, not out yet, gotta wait for the fix?Fixed in 9.0.7. It'll be released when Boggled does another release.Simply put, the setting to have them use only midline sprites was not working.I have a pretty big issue. The Ashes of the Domain integration seems to overwrite the "Can build stations around purchased planets" setting.Not an AotD issue, just another untested mod interaction. Fixed in 9.0.7. Can you elaborate on station coloring?
Edit: As is station coloring.
Where do I get 9.0.7?
If it's fixed in 9.0.7, and we're still in 9.0.6, then that means you'll have to wait for Boggled's fixed version of the mod to release, yes.A snarky answer was unnecessary, especially when the solution was simply "check the forks on github".
One more issue, even in the 9.0.7 version. No longer can build domed cities on gas giants with "floating continent", also presumably due to integration issues.Fixed in 9.0.7
Oh, since 9.0.7 is unfinished, it has such hotifixes at massive rates, right?One more issue, even in the 9.0.7 version. No longer can build domed cities on gas giants with "floating continent", also presumably due to integration issues.Fixed in 9.0.7
Yeah, until Boggled does an official release, the latest branch on github should be considered work in progress.Oh, since 9.0.7 is unfinished, it has such hotifixes at massive rates, right?One more issue, even in the 9.0.7 version. No longer can build domed cities on gas giants with "floating continent", also presumably due to integration issues.Fixed in 9.0.7
Siphon station with Ouyang Optimizer after altering gas giant just crash the gameFixed in 9.0.7
Domed cities just cutting 95% of planetary defenses Is it right and suppose to work like that ?without Dome
Domed cities just cutting 95% of planetary defenses Is it right and suppose to work like that ?
I just had a tiny idea for the mod: A way/building to improve (read lower) Hazard rating on Stations. Think "improved life support systems" (self explanatory) and/or "improved living/relaxation areas" (like in station arboretum/nature parks), may give 25% Hazard rating improvement. Could be upgraded ofc to/with Domain tech to maybe 50%
Base and running cost may be rather steep and take a longer time to build to balance it out (maybe 1-2 million+ credits and a load of machinery with 180 days of building time).
Isn't there even flavour text explaining why? Pretty sure i read that.Domed cities just cutting 95% of planetary defenses Is it right and suppose to work like that ?
Yes, Domed Cities is supposed to reduce ground defenses by 95%.
Isn't there even flavour text explaining why? Pretty sure i read that.Domed cities just cutting 95% of planetary defenses Is it right and suppose to work like that ?
Yes, Domed Cities is supposed to reduce ground defenses by 95%.
I think there's a bug, Domed Cities has no effect on Perpetual Dust Storms from Unknown Skies.
EDIT: Also, is domain crafting disabled if you have Aotd installed? There's no craft options in the terraforming menu.
Suppresses the effects of No Atmosphere, Thin Atmosphere, Dense Atmosphere, Toxic Atmosphere, Extreme Weather, Inimical Biosphere and Water Surface. If Unknown Skies is enabled, also suppresses Dust Storms, Military Virus, Parasitic Spores and Psychoactive Fungus. Has the potential to increase stability if AI cores are installed and/or the structure is improved.
No I'm not talking about defenses. Domed Cities should suppress the Dust Storm +25% Hazard Rating according to the mod features on the OP post. Instead it does nothing.Also had an issue where I couldn't build the Agrav field on domeless gas giants, despite it saying that's allowed.QuoteSuppresses the effects of No Atmosphere, Thin Atmosphere, Dense Atmosphere, Toxic Atmosphere, Extreme Weather, Inimical Biosphere and Water Surface. If Unknown Skies is enabled, also suppresses Dust Storms, Military Virus, Parasitic Spores and Psychoactive Fungus. Has the potential to increase stability if AI cores are installed and/or the structure is improved.
How does the domain tech crafting feature work? I have a colony that meets the requirements, but I don't see a dialog option for it anywhere. I'm also using AOTD, is there a research requirement?Assuming there isn't a research requirement from aotd, it should be listed in the same menu as bar, refit, manage colony, etc. when you interact with your colony. You might need to turn the option on in luna?
It's disabled with AotD, use Stellar Manufactorum instead.How does the domain tech crafting feature work? I have a colony that meets the requirements, but I don't see a dialog option for it anywhere. I'm also using AOTD, is there a research requirement?Assuming there isn't a research requirement from aotd, it should be listed in the same menu as bar, refit, manage colony, etc. when you interact with your colony. You might need to turn the option on in luna?
Another bug with AOTD integration.The problem is actually that it creates a fully intact Hypershunt. AotD expects a broken one. Intact won't have colonise option so you can't actually do anything with it.
Perihelion project creates the vanilla version of coronal hypershunt, not the AoTD version (the one you need to colonize).
The vanilla version of coronal hypershunt is useless if you have aotd, even if you're within range of it, it doesn't unlock the coronal energetic hub structure, which is where you're supposed to insert the hypershunt tap in aotd.
Hello all,
Sorry for the lack of communication. There's been a lot of bugs reported recently, too many for me to address them all immediately. Thanks for your patience as I work through them!
Hello all,Thank you so much, Boggled.
Sorry for the lack of communication. There's been a lot of bugs reported recently, too many for me to address them all immediately. Thanks for your patience as I work through them!
I would like to file a complaint regarding TASC x AOTD.
I constructed a hypershunt using Perihelion Project, and yet I can't build hypershunt-related structures on the planet where I did the Perihelion Project. Furthermore, when I interact with the hypershunt, all I'm given is "the hypershunt appears to be functional". Heck, I can't even access the hypershunt as a colony in my colony selection interface.
All this effort finding a cluster of stars around a blue giant, each with habitable planets, just for nothing...
Unfortunately the TASC x AOTD integration has some extra steps. Apparently you need to build coronal energetic hubs or something, idkI would like to file a complaint regarding TASC x AOTD.
I constructed a hypershunt using Perihelion Project, and yet I can't build hypershunt-related structures on the planet where I did the Perihelion Project. Furthermore, when I interact with the hypershunt, all I'm given is "the hypershunt appears to be functional". Heck, I can't even access the hypershunt as a colony in my colony selection interface.
All this effort finding a cluster of stars around a blue giant, each with habitable planets, just for nothing...
Uhm.. isn't the Perihelion project so you can construct a Hypershunt so you can use the Hypershunt taps in your population building for the extra industry slot? So that you don't have to go find a naturally spawning one and find a suitable place within 10ly.