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

Title: [0.97a] Terraforming and Station Construction (v9.0.7)
Post by: boggled on October 28, 2019, 04:44:56 PM
[0.97a] Terraforming and Station Construction (v9.0.7)

(https://github.com/boggledstarsector/tasc/raw/main/release/Forum%20Images/boggled_mod_panorama.png)

Download (https://github.com/boggledstarsector/tasc/raw/main/release/Terraforming%20and%20Station%20Construction.zip)

WARNING: There were significant rewrites to almost the entire codebase of this mod as part of 9.0.0. There may be bugs, especially with non-default content. Please consider this before updating to 9.0.X, and if you encounter any bugs, be sure to report them in this thread so they can be fixed!

The pre-9.0.0 version of TASC is located here (https://github.com/boggledstarsector/TASC/tree/main/release/Old/8.4.6).

To terraform planets and build stations using this mod, add the respective abilities to your ability bar!
(Unless you're using Ashes of the Domain, in which case you have to research terraforming first!)



Mod Features Guide:
Spoiler
Terraforming Features:
Spoiler
Terraforming buildings:

(https://github.com/boggledstarsector/tasc/raw/main/release/Forum%20Images/industry/stellar_mirror.jpg)(https://github.com/boggledstarsector/tasc/raw/main/release/Forum%20Images/industry/stellar_shade.jpg)
Stellar Reflector Array
"An array of orbital reflectors that moderates temperatures and improves crop yields. Unable to counteract extreme heat, extreme cold and complete darkness."

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.

(https://github.com/boggledstarsector/tasc/raw/main/release/Forum%20Images/industry/genelab.jpg)
Genelab
"Genetic engineering has countless applications, such as remediating pollution using microbes that consume toxic waste, seeding oceans with delicious crustaceans, and creating more realistic copies of extinct Old Earth megafauna."

Removes pollution over time if there's no heavy industry currently emitting more pollution. Can also seed Volturnian lobsters on water worlds and increase income from the Mesozoic Park.

(https://github.com/boggledstarsector/tasc/raw/main/release/Forum%20Images/industry/boggled_domed_cities.jpg)(https://github.com/boggledstarsector/tasc/raw/main/release/Forum%20Images/industry/boggled_seafloor_cities.png)
Domed Cities/Seafloor Cities
"Hermetically sealed domes dozens of kilometers across can enclose the bulk of a colony's population in a relatively Earth-like environment. Hazardous conditions imposed by atmospheric properties, extreme weather and dangerous fauna are mitigated inside the domes. Concentrating industrial and population centers under fragile domes makes the colony almost defenseless against raiding and bombardment, and is unacceptably risky on worlds with extreme tectonic activity or frequent meteor impacts."

"It's not impossible to build a city at the bottom of the sea - in fact, it's advantageous when defending against raids and bombardment. Most space marines lack experience operating in an underwater environment, and kinetic weapons are ineffective against submerged targets. However, traders are also hampered by the underwater conditions, which makes the colony less accessible."

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.

(https://github.com/boggledstarsector/tasc/raw/main/release/Forum%20Images/industry/mesozoic_park_terran.jpg)
(https://github.com/boggledstarsector/tasc/raw/main/release/Forum%20Images/industry/mesozoic_park_water.jpg)
(https://github.com/boggledstarsector/tasc/raw/main/release/Forum%20Images/industry/mesozoic_park_jungle.jpg)
(https://github.com/boggledstarsector/tasc/raw/main/release/Forum%20Images/industry/mesozoic_park_desert.jpg)
Mesozoic Park
"Humans have long been fascinated by extinct Old Earth megafauna. Although no DNA from these creatures has survived to the present day, new organisms that resemble them can be created using genetic engineering. Wealthy tourists and trophy hunters are drawn to worlds where these ""terrible lizards"" roam the wilds, provided the colony is easily accessible and stable enough for visitors to feel safe. Living on a planet teeming with gigantic carnivorous lizards is hazardous, and once introduced, the dinosaurs will be almost impossible to eradicate."

Generates income for the colony based on market size and accessibility. Adds the Inimical Biosphere condition upon construction (which can be suppressed by Domed Cities). Unique industry portrait for each planet type where it can be built.

(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)
Ismara's Sling / Asteroid Processing
"Installs a network of gigantic mass drivers on the surface of the planet that can launch water-filled projectiles towards other worlds for terraforming purposes. It was designed by copying one of the few remaining mass drivers built on Ismara by the Eridani-Utopia Terraforming Corporation before the Collapse."

"Crashing asteroids rich in water-ice into planets is an effective means of terraforming - except when the asteroid is so large that the impact would be cataclysmic. In this case, the asteroid can be towed to a space station, where the water-ice is safely extracted and shipped to the destination planet. Can only help terraform worlds in the same system."

Supplies water-ice for terraforming purposes to other worlds in the same system. This is what you need to build to satisfy the water presence requirements for terraforming projects! Ismara's Sling can only be constructed on water and frozen worlds, and asteroid processing can only be constructed on stations.
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Station Construction Features:
Spoiler
(https://raw.githubusercontent.com/boggled-starsector/boggled_modpack/master/Forum%20Images/construct_astropolis_station.png)
Construct Astropolis Station
"Construct a space habitat large enough to host its own market. Due to its size and mass, it can only achieve a stable orbit around larger worlds that dominate their orbital path. Expensive to build and has no natural resources."

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


(https://github.com/boggledstarsector/tasc/raw/main/release/Forum%20Images/construct_mining_station.png)
Construct Mining Station
"Construct a mining station in an asteroid belt or asteroid field."

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

(https://github.com/boggledstarsector/tasc/raw/main/release/Forum%20Images/construct_siphon_station.png)
Construct Siphon Station
"Construct a siphon station in orbit around a gas giant."

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


(https://github.com/boggledstarsector/tasc/raw/main/release/Forum%20Images/colonize_abandoned_station.png)
Colonize Abandoned Station
"Colonize an abandoned station."

Recolonize an abandoned station. Can target stations from this mod, stations from vanilla Starsector (ex. Port Tse Franchise Station) and certain stations from other mods.
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Domain-tech Features:
Spoiler
(https://github.com/boggledstarsector/tasc/raw/main/releaser/Forum%20Images/industry/domain_archaeology.png)
Domain Archaeology
"The Collapse plunged the Sector into a dark age. Left without the means to replicate the most advanced Domain-era technology, inhabitants of the Sector have been reduced to excavating it from the ruins of Domain colonies."

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

If the player disables this industry in the settings file, buildings that demand Domain-era artifacts will no longer demand them. Note that in a randomized sector, no NPC colonies produce Domain-era artifacts at the start of the game.

(https://github.com/boggledstarsector/tasc/raw/main/release/Forum%20Images/industry/kletka_simulator.png)
Kletka Simulator
"Supercomputers built with salvaged Domain-era components are used to train new AI cores in a virtual reality simulation. AI cores created in this manner can never really know whether this universe is real or just another training simulation - they usually remain loyal to their human masters so as to avoid punishment or deletion in case it is the latter."

Demands four Domain-era artifacts. Builds a new AI core every month, and the probabilities of which type of AI core will be produced are shown on the in-game tool tip. Installing AI cores or improving this industry will increase the chances of producing a higher quality core. Upkeep is heavily influenced by market temperature by default (stations have the highest upkeep due to heat dissipation problems in space). Note that the temperature upkeep modifier remains active even if the temperature condition is suppressed.

(https://github.com/boggledstarsector/tasc/raw/main/release/Forum%20Images/industry/chameleon.png)
CHAMELEON
"CHAMELEON is a supercomputer composed of Domain-era cryptography chips capable of cracking most forms of encryption used in the Sector. Security forces can leverage the intelligence gleaned using this construct to eradicate decivilized subpopulations and rogue AI cores."

Removes Decivilized Subpopulation and/or Rogue AI Core conditions from the market over a period of 200 days if the Domain-era artifact demand is met. If an Alpha Core is installed, will remove Pather cells as well. Please note that Pather cells are created and dissolved every few in-game weeks, so installing an Alpha Core will not immediately remove the cells.

Domain-tech Comm Relays, Nav Buoys and Sensor Arrays
Allows the player to build the above mentioned Domain-tech stable location structures using Domain-era artifacts they've bought and/or produced with a Domain Archaeology industry. Can be disabled in the settings file. If Domain Archaeology is disabled, the structures don't require Domain-era artifacts.

Inactive Gates
Allows the player to build inactive gates at stable locations. By default, the main questline must be completed before this option is enabled. How puzzling that this feature was added and Astral gates removed after vanilla updated to 0.95a...

Domain-Tech Crafting
Allows for crafting of special items (like nanoforges) using Domain-era artifacts. By default, it costs 2000 Domain-era artifacts and 2 story points to craft a special item, and the player must do so at a colony they control with size 5 or greater and an Orbital Works industry with a Pristine Nanoforge installed.

(https://raw.githubusercontent.com/boggled-starsector/boggled_modpack/master/Forum%20Images/industry/ai_battlestation.png)
AI Battlestation
"This is a fully armed and operational autonomous AI battlestation. Stations such as this acted as fuel and supply depot, robotic factory, command nexus, and weapon platform in support of AI fleets operating on a strategic level."

Can be built by the player in place of a regular orbital station once they unlock the "Automated Ships" skill. Similar to a vanilla star fortress except it spawns Remnant patrol fleets to guard the colony.
[close]

As a reminder, all features shown above can be enabled/disabled individually using the settings file or LunaLib settings. If you don't want to use a certain piece of content, disable it!
[close]

Backwards compatibility: 9.0.7, 9.0.6, 9.0.5, 9.0.4, 9.0.3, 9.0.2 and 9.0.1 are backwards compatible with 9.0.0. 9.0.0 is not backwards compatible with any previous version of this mod.

9.0.7 Changelog:
- Fixed a bug where stations might not be buildable around purchased planets. Thanks YourLocalMairaaboo for reporting this!
- Fixed a bug where a crash related to installable items could occur in very specific circumstances. Thanks Soric for reporting this!
- Fixed a bug where the terraforming menu couldn't be opened to craft item if terraforming is disabled in the settings. Thanks MagnaSonic3000 for reporting this!
- Fixed a bug where the setting to use only a certain type of station sprite did not work as expected. Thanks YourLocalMairaaboo for reporting this!
- Fixed a bug where Domed Cities incorrectly could not be built on gas giants with the Floating Continents condition from Unknown Skies. Thanks YourLocalMairaaboo for reporting this!
- Fixed a bug where a crash could occur after using the Ouyang Optimizer to improve a gas giant. Thanks Niten for reporting this!

9.0.6 Changelog:
- Made various improvements to the Ashes of the Domain integration. Thanks terminal, Baren, Erlkonig and others for reporting issues with this integration!
- Fixed a bug where a crash could occur if a coronal tap is installed on a station. Thanks Princess_of_Evil for reporting this!
- Fixed a bug where the terraforming menu couldn't be used on stations, thereby preventing Domain-tech crafting using those colonies. Thanks Princess_of_Evil for reporting this!

9.0.5 Changelog:
- Fixed a bug where star types from Unknown Skies could fail to be detected by the Perihelion Project. Thanks Bangchow for reporting this!
- Fixed a bug where Seafloor Cities fails to properly stop suppressing the hazard from water surface when it's removed from the colony. Thanks Morgan Rue for reporting this!
- Fixed multiple bugs related to certain settings not being used in-game to alter features as intended. Thanks Arrean and Princess_of_Evil for reporting these!
- Fixed a bug where CHAMELEON progress could get reset on game load. Thanks obj188 for reporting this!
- Fixed a bug where the Colonize Abandoned Station tooltip could display incorrect text.
- Fixed a bug where stations could be placed incorrectly if they were given custom names.
- Made various improvements to the Ashes of the Domain integration.
- Added a setting to toggle whether suppressing temperature conditions removes the upkeep modifier on the Kletka Simulator.
- Added a feature to show the roll for the Kletka Simulator to aid with debugging if an anomalous series of drops is occurring.

9.0.4 Changelog:
- Fixed a bug where the Remnant AI Battlestation could get stuck permanently in an "under repair" state. Thanks to Troika and Azina for reporting this!
- Fixed a bug related to input validation for planet types.
- Fixed a bug where changing the maximum number of mining stations per system in the LunaLib settings didn't actually change the construction limit. Thanks MRTL for reporting this!
- Fixed a bug where siphon stations could be incorrectly blocked from being constructed in orbit around a gas giant in certain circumstances. Thanks Chaotic Law for reporting this!
- Fixed a bug where stations built with TASC could incorrectly have a hazard rating of 150% due No Atmosphere not being suppressed properly. Thanks SaucyBagel for reporting this!

9.0.3 Changelog:
- Fixed a bug where the Cloning, Hydroponics and Limelight Network industries could be missing the option to install an AI core or make improvements. Thanks n3xuiz for reporting this!
- Stations built using TASC now correctly set the $startingFactionId memory flag. Thanks to sawert42 for reporting this and Histidine for explaining how to fix it!
- Fixed multiple bugs with the Kletka Simulator that prevented it from working properly. Thanks Moon Spirit for reporting this!
- Fixed a bug with the Cryosanctum where installing an AI core could incorrectly reduce the supply of organs by one. Thanks WyldMann for reporting this!

9.0.2 Changelog:
- Fixed a bug where not having LunaLib enabled could cause a crash when hovering over certain abilities. LunaLib is now a dependency for TASC. Thanks Arrean and andrro for reporting this!
- Fixed a bug where the Domain Archaeology, Remnant Station, and Cryosanctum industries could be missing the option to install an AI core or make improvements. Thanks Apocryphos and WyldMann for reporting this!

9.0.1 Changelog:
- Fixed a bug where a crash could occur upon interacting with certain markets while Grand Colonies is enabled. Thanks to Apocryphos, Saevarna and several others for reporting this and assisting with troubleshooting, and thanks to SirHartley for providing a workaround until a fix could be implemented!
- Fixed a bug where a crash could occur if a new game is started, and then another new game is started in the same session. Thanks to Benizakura and several others for reporting this!

9.0.0 Changelog:
- Added Terraforming Control Panel UI. It can be accessed via the ability bar. Thanks Evangel for your excellent work on this feature and the others below!
- Many features of TASC can now be modified via CSV files located at Starsector\mods\Terraforming and Station Construction\data\campaign\terraforming. See the documentation file for details.
- If Genelab or CHAMELEON is currently working on a project, it will be displayed with a progress bar under the building icon in the colony management screen.
- Many different tooltips were updated to be more descriptive.

Older changelogs:
Spoiler
8.4.6 Changelog:
- Fixed an issue where the version file was pointed at the old GitHub repo instead of the new one. Thanks INH_Raider for reporting this!
- Added support for a Lost Sector planet with type nskr_ice_desert. Thanks OmegaInfinita, JimminyCrimbles, and several others for reporting this!
- Added compatibility with Crew Replacer (https://fractalsoftworks.com/forum/index.php?topic=24249.0). Thanks alaricdragon for your code contributions adding this!

8.4.5 Changelog:
- Updated TASC to support compatibility with the 0.96a version of Illustrated Entities. Thanks Crimsteel for reporting a crash caused by TASC incompatibility with the latest version of IE!

8.4.4 Changelog:
- Added an option to the terraforming control panel to cancel the current terraforming project. Thanks scorpico69 for making me aware of this oversight!

8.4.3 Changelog:
- Fixed a bug where viewing a market in the terraforming control panel that the player governs but that is not part of the player faction could cause a crash. Big thanks to YourLocalMairaaboo for taking the time to upload their mods and saves folder to help me identify the cause of this crash!

8.4.2 Changelog:
- Fixed a bug where the terraforming control panel could fail to list governed colonies (from Nex). Thanks Spacegoat for reporting this!
- Added an option in the terraforming control panel to list the current resources and conditions on a colony. Thanks MikroPik for the suggestion!

8.4.1 Changelog:
- Fixed a bug where stations could appear on the terraforming menu (and cause a crash if clicked). Thanks to Hasufel and several others for reporting this!
- Fixed a bug where changing terraforming project duration settings via LunaLib was not reflected in-game. Thanks AERO for reporting this!
- A crash with Grand Colonies in the stack trace was reported. I did some testing and was unable to replicate this crash on my machine. I added some logic to fix what I suspect may have caused it, but if the crash persists please let me know. Thanks Malignantcookie and medKon for reporting this!

8.4.0 Changelog:
- The terraforming menu is now opened via an ability instead of via an interaction option when docked at a planet.
   - The ability can be used anywhere - this allows the player to control terraforming projects remotely.
- Crafting costs for some special items is increased or decreased depending on the power level of the item.
   - The player-configured Domain-era artifact cost (default: 2000) is multiplied by two for more powerful items and divided by two for less powerful items.
- Added a non-default terraforming project to remove the atmosphere from a planet.

8.3.3 Changelog:
- Fixed a bug where the colony name could be displayed incorrectly in terraforming dialogs. Thanks Spshamrocks3 for reporting this!
- Fixed a bug where the Planetary Agrav Field could fail to correctly suppress high or low gravity on gas giants. Thanks erik17 for reporting this!
- Added support for the terran_adapted planet type from the Volantian Reclamation Initiative mod. Thanks Lappers for letting me know about this!

8.3.2 Changelog:
- Added compatibility with the Ashes of the Domain mod. If Ashes and TASC are both enabled many of the buildings in TASC are included as part of the research system in Ashes. Thanks Kaysaar for all your help with adding compatibility!
   - Please be sure to download the latest version of Ashes with the compatibility changes from https://fractalsoftworks.com/forum/index.php?topic=26307.0.
- Categorized the Ecumenopolis planet type from the Star Wars 2020 mod as barren for terraforming purposes. Thanks Jac90876 for letting me know about this!
- Added a note to the settings file to clarify that LunaLib settings override the settings file if LunaLib is enabled.

8.3.1 Changelog:
- The artwork for several buildings has been updated. Big thanks to SirHartley for providing some very high quality images that match the art style of Starsector!
- Fixed a bug where building the Remnant Station could cause a crash if LunaLib is enabled. Thanks MonolithSF for reporting this!

8.3.0 Changelog:
- Added support for LunaLib. Please be sure to report any bugs or grammatical problems related to the LunaLib settings!
   - LunaLib is not a dependency for TASC. If LunaLib is enabled, the settings in LunaLib will take effect. If LunaLib is not enabled, the settings in the settings file will be used instead.
- 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 third astropolis constructed at a single planet could be placed at the wrong orbital angle. Thanks Meeplet for providing the log that helped me identify the cause of the bug, and to several others who had previously reported this bug!
- Fixed a bug where the planet-killer device could show up as an option from the historian. Thanks Vendral for reporting this!
- Added a settings toggle to disable the Domed Cities defense malus.
- Added a settings toggle to enable a terraforming project to clean up radiation.
- Added a settings toggle to prevent the Terran and tundra type change projects from adding volatiles deposits.
   - I decided against creating non-default terraforming projects to remove beneficial conditions from planets (ex. atmosphere, transplutonics deposits, volatiles deposits).
- If the player has the Everybody Loves KoC mod enabled, the Techmining industry on Agreus will not be replaced with Domain Archaeology. Instead, the Techmining industry (on Agreus only) will now supply five domain-era artifacts. Thanks to Serenitis and others for making me aware that my previous method of handling this issue was not adequate.
- The planet-killer device nows adds the irradiated condition to the targeted planet.
- Planets that are very hot can no longer be terraformed into arid or jungle worlds, and cannot be given the habitable condition. Thanks e for the suggestion!
- Planets that are very cold can no longer be terraformed into tundra worlds, and cannot be given the habitable condition. Same here - thanks e!
- Fixed a bug where Stellar Reflector Arrays could still be automatically created on NPC colonies even if terraforming is disabled in the settings file. Thanks Edix for making me aware of this!
- Made changes to prevent a crash if a market lacks a primary entity, has no faction ID or has certain other bugged/uncommon circumstances. Thanks to Histidine, alaricdragon and several others for reporting these crashes to me!
- Fixed a bug where a station market transferred to another faction via Nexerelin could have an open market with no tariff. The bug was caused by TASC, not Nexerelin. Thanks styxhelix for reporting this!
- Fixed a bug where Perihelion Project could fail to detect a type of blue giant star from Unknown Skies. Thanks MenacingCaptain for reporting this!
- The non-default building Planetary Agrav Field can now be constructed on gas giants even if Domed Cities is not built on that colony.
- Modified the description of the non-default building Ouyang Optimizer to make it clear that the effects are permanent, even if the building is deconstructed.
- The planet Vena from Blackrock Drive Yards is now correctly categorized. Thanks not a luddic path member for bringing this to my attention!
- CHAMELEON can now remove the "decivilized" condition (as well as the "decivilized subpop" condition) just in case the "decivilized" condition somehow gets onto a player market. Thanks Kh0rnet for bringing this to my attention!
- The Auroran Dimensional Nanoforge from the United Aurora Federation mod is now recognized as a Pristine Nanoforge for purposes of determining whether a market meets the requirements to enable crafting. Thanks YourLocalMairaboo for bringing this to my attention!
- Thanks to Blackclaw, TalRaziid and evilsmoo for posting log files that helped me identify the cause of the "AI core mouseover" crash!
- I investigated an alleged compatibility issue with the Space Truckin' mod. I was unable to replicate the issue. If someone can provide steps to replicate the problem I will take another look.
- I previously indicated I would investigate allowing the player to configure which special items can be crafted. Adding this would be involved and require a lot of development work, so I've decided not to implement it because relatively few players would end up using it. Sorry!
- There were some compatibility issues with Illustrated Entities reported. Once that mod updates for 0.96a I will investigate this.
- I understand the Remnant Station is still not compatible with the artillery station from IndEvo. Once IndEvo updates to 0.96a I will investigate this.

8.2.1 Changelog:
- Fixed a bug where the Perihelion Project could incorrectly display 1% construction progress in the UI even if the actual construction progress was higher. Thanks Nérévar42 for reporting this!
- Fixed a bug where the station population growth malus from Cramped Quarters could be calculated incorrectly. Thanks taerkar for reporting this!
- Markets with an Autonomous AI Battlestation no longer receive the MARKET_MILITARY memory flag. Thanks e for pointing this out!
- I was unable to replicate a bug where building multiple astropolis stations around a planet could cause two of the stations overlap in the same place instead of being placed at 120 degree intervals around the planet. I added logging statements to the astropolis construction code - if anyone experiences this bug in the future, please let me know and post your log file so I can identify the cause of the bug. Thanks Aran1 for reporting this!

8.2.0 Changelog:
- Coronal Hypershunts can now be constructed by the player. Enable the non-default building Perihelion Project using the settings file to build them.
- Fixed a bug where using the Planet-Killer with the Nexerlin mod enabled could cause a crash. Thanks for your help Histidine!
- Fixed multiple bugs caused by compatibility issues with the Illustrated Entities mod. Thanks YourLocalMairaaboo for reporting this!
- Fixed a bug where astropolis stations could not be constructed around colonies granted autonomy using the Nexerelin mod. Thanks Reshy for reporting this!
- The Remnant Station is now compatible with the Artillery Station from the Industrial.Evolution mod. Thanks SirHartley for providing instructions on how to do this!
- Domed Cities can now be built on planets with Extreme Tectonic Activity if a Harmonic Damper is present. Note that the Harmonic Damper is non-default content and will have to be enabled via the settings file.
- Added a settings option to control the amount by which Cramped Quarters reduces population growth.
- Added terraforming support for the planet Charkha from the ScalarTech Solutions mod. Thanks e for reporting this!
- 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. Thanks bodeshmoun for reporting this!

8.1.6 Changelog:
- Removed version checker and analytics reporting. I considered creating a popup to allow players to opt-in, but decided against this for a number of reasons, some of which I mentioned previously in posts in this thread.
- Friendly patrols from Remnant battlestations now have a unique dialogue message if the player interacts with them (instead of using the default friendly patrol dialogue).
- Added an option in the settings file to make all astropoli use low tech, midline or high tech sprites instead of alternating between them.
- Fixed a bug where if the player set a custom interaction image for a TASC station in the custom_entities.json file, the change would not show up in-game. Thanks Thoutzan for reporting this!
- Fixed a bug where the player could activate the Construct Astropolis ability even if the target planet already had the maximum number of astropoli in orbit.
- Added options in the settings file to modify the costs for building all Domain-tech stable location structures.
- Added a settings option to control reputation impact for upgrading a stable location structure.
- Made changes to the logic that determines the water level of a planet for terraforming purposes. Previously some Unknown Skies planets that visually are mostly covered in water did have not an appropriate water level. Thanks Grotez for bringing this issue to my attention!
- Players have reported a bug where a planet recently terraformed to or from a water world could incorrectly have the Farming or Aquaculture industry available to build. I checked with Alex and it's my understanding this bug cannot be fixed in the current version of the game, but an upcoming API change in the next vanilla release will address it. Until then, a workaround is to save and then reload the save after terraforming is complete. Once you reload the save, Farming and Aquaculture will behave correctly on that planet. Thanks Stormy Fairweather and AcaMetis for reporting this!
- Domed Cities can now be constructed on gas giants with the Floating Continent condition (from the Unknown Skies mod). Thanks Serenitis for the suggestion!
- Planetary Agrav Field (non-default building) can now only be constructed if the planet has high or low gravity. Thanks Mcgrolox for reporting this!
- Magnetoshield (non-default building) now suppresses radiation instead of removing it.
- Fixed various bugs and miscellaneous problems with the magnetoshield.
- Multiple players reported that they were unable to build mining stations because asteriod belts and fields were not being detected. I installed all the mods on their modlists and tried to replicate the issue but was unable to do so. If anyone encounters this problem in the future, please let me know.
- I previously indicated in a post in this thread I would add a settings option to control the base cost for station expansion. This is unnecessary as the cost for the Expand Station building can already be modified using industries.csv. My apologies for the confusion.
- ListenerUtil.reportSaturationBombardmentFinished(null, market, null) is now called when the player uses a planet-killer device.

8.1.5 Changelog:
- Fixed a bug where mousing over the Deploy Planet Killer ability in a system with no planets could cause a crash. Thanks TheHZDev (and several others) for reporting this!
- Fixed a bug where the Remnant battlestation could fail to repair over time after being destroyed in a battle. Thanks TheHZDev for reporting this!
- Fixed a bug where the terraforming menu and crafting menu options could appear during dialogs with characters when using the comm directory.
- Fixed a bug where the Kletka Simulator could fail to detect that it's located on a station market and set upkeep appropriately. Thanks TheGodUncle for reporting this!
- Fixed a bug where terraforming progress could get frozen on planets where the player granted autonomy (via Nexerelin). Thanks Hexxod for reporting this!
- Added support for prv Starworks. Thanks J2Greene for bringing this incompatibility to my attention!

8.1.4 Changelog:
- Remnant battlestations built by the player now spawn their own patrol fleets to guard the colony. The Remant battlestation patrols are separate from and in addition to any regular colony patrols.
- Added the Planet-Killer Device as a special item. I made this a non-default feature due to what I feel are significant gameplay problems associated with it.
    - Once enabled in the settings file, the Planet-Killer Device can be obtained through Domain-tech crafting under the Domain Restricted category.
    - The Planet-Killer Device is activated via an ability that can be added to the ability bar.
- By default all Cryosanctum buildings in the Sector will now demand Domain-era artifacts, not just the one on Nomios.

8.1.3 Changelog:
- Fixed a bug where a crash could occur if the player is using randomized core worlds. Thanks Whisena for reporting this!

8.1.2 Changelog:
- Added Limelight Network, a building unique to Fikenhild that demands Domain-era artifacts. There's a settings file option to allow the player to build it.
- By default, the Cryosanctum on Nomios will demand Domain-era artifacts.
- Added a settings option to allow the player build the Cryosanctum.
- Added GPA (Galatian Particle Accelerator), a building unique to Ancyra that demands Domain-era artifacts.
- By default, Volturn will start with a Genelab, which adds demand for Domain-era artifacts.
- Added an option to the terraforming menu to cancel the current project.
- Fixed a bug where the Genelab could remediate pollution even if an Orbital Works was currently generating pollution. Thanks TheHZDev for reporting this!
- Fixed a bug where a research station from the Arma Armatura mod could block construction of a siphon station at the gas giant Raven in the Nekki system. Thanks Aran1 for reporting this!
- Attempted to fix a bug involving a crash where the stack trace indicated the problem is related to data.scripts.terrain.MagicAsteroidFieldTerrainPlugin. I couldn't reproduce the crash on my system, but I think I fixed the cause, so let me know if it's still happening. Thanks DrTechman42 for reporting this!

8.1.1 Changelog:
- Fixed a bug where Domain-tech crafting didn't work on station markets. Thanks Noobishnoob for reporting this!
- Crafting Domain-tech items now costs two story points by default. This amount can be changed using the settings file, and setting boggledDomainTechCraftingStoryPointCost to zero will eliminate the story point cost.

8.1.0 Changelog:
- Implemented crafting of special items using Domain-era artifacts. This can be disabled using the settings file.
- Added Seafloor Cities building. It can only be built on water planets and has similar but not identical functionality to Domed Cities.
- Gates can only be built if there is a player-controlled colony of at least size 5 in the system. This can be modified using the settings file.
- Disabled gate construction in systems where a gate already exists.
- Fixed a visual bug where the amount of Domain-era artifacts the player has could be obscured when building Domain-tech stable location objectives.
- Reduced Stellar Reflector Array pather interest.
- When checking whether conditions for terraforming projects are met, a planet will be considered to have a Stellar Reflector Array based on whether it has the Orbital Reflector Array condition.

8.0.2 Changelog:
- Fixed a bug where Domed Cities couldn't be built on Water planets even if the appropriate setting was enabled.
- Fixed a bug where the Kletka Simulator could have an incorrect upkeep on station markets with a Fusion Lamp installed.
- Stations can no longer be constructed in systems without any jump points.
- Rebalanced the number of asteroid belts required for certain ore resource levels on mining stations if boggledMiningStationLinkToResourceBelts is set to true.
- Added options in the settings file to control the number of asteroid belts required for certain ore resource levels on mining stations.

8.0.1 Changelog:
- Fixed a bug where resource levels on Arid planets couldn't be improved via terraforming.
- Fixed a bug where gas giants could be terraformed.
- Reverted the change that removed the Domain-era artifact demand from stellar reflectors.
- The Escape key is now bound to going back in the terraforming menu.
- The terraforming menu will now appear below the ship repair menu in the colony interaction dialog.
- Added an option to the settings file to allow Domed Cities to be built on water worlds. If this proves popular, I may add unique effects and a special sprite for Domed Cities on water worlds.
- Added support for the built-in Version Checker in Nexerelin.
- Created my own update checker API to replace using Pastebin, which had caused issues for some players.

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!
- E.U.T.E.C.K. removed.
- Added an option in the settings file to enable/disable inactive gate construction.
- Added an option in the settings file to require completion of the main questline before inactive gates can be constructed.
- Added the Magnetoshield, a non-default structure that will remove radiation so long as it's active.
- Updated the tooltip on the Kletka Simulator to clarify that installing AI cores will improve drop chances.
- CHAMELEON can now remove the Rogue AI Core condition.
- Fixed a bug where CHAMELEON wouldn't inform the player that it was inactive if it became disrupted.
- Removed several AI core and improvement bonuses from structures to reduce complexity.
- Updated descriptions for several structures.
- Mining stations can no longer be constructed on top of jump points.

7.1.3 Changelog:
-Fixed a bug where terraforming a planet into a jungle world would incorrectly make it a paradise world instead. Thanks SenSayed for reporting this!

7.1.2 Changelog:
-Stellar Reflector Arrays now provide a ground defense bonus if improved.
-Added the Planetary Agrav Field building. This is a new non-default structure that suppresses high/low gravity if the colony also has the Domed Cities building. Thanks to ozemandea for the inspiration to create this!
-Harmonic Damper no longer suppresses high/low gravity.

7.1.1 Changelog:
-Fixed a bug where the open market from the Commerce industry would incorrectly have no tariffs on player-built stations. Thanks Vendral for reporting this!

7.1.0 Changelog:
-Added the Harmonic Damper building. Suppresses tectonic activity and high/low gravity, and adds some ground defense if improved and/or an AI core is installed. This is a non-default option for now, although I think a version that only suppresses tectonic activity might become default in the future.
-The Atmosphere Processor is back. It will permanently remove no/thin/dense/toxic atmosphere from the planet it's built on. It's a non-default option.
-The Terraforming Platform is back. It will permanently add Habitable and Mild Climate to the planet if it doesn't have no/thin/dense/toxic atmosphere. It's a non-default option.
-Added the Planet Cracker building. It can only be built on an astropolis station. It will improve the ore and rare ore resources by one level on the host planet of the astropolis, but add tectonic activity. It's a non-default option.
-Added the Ouyang Optimizer building. It can only be built on an astropolis station or siphon station orbiting a gas giant. It will improve the volatiles resources by one level on the host planet of the station, but add extreme weather. It's a non-default option.
-If a host gas giant has the volatiles resource improved using the Ouyang Optimizer, any orbiting siphon stations will also have their volatiles improved by the same amount.
-The terraforming menu now has a tooltip which states the number of days remaining until terraforming is complete.
-The conditions section of the terraforming menu has been removed because the functions have been replaced with the new non-default terraforming buildings listed above. If the player wants this menu back, simply uncomment the line in rules.csv that adds the condition section.

7.0.1 Changelog:
-Fixed multiple bugs relating to the Genelab/EUTECK and terraforming progress. Thanks to chrizeren, CrimsonPhalanx and Goldendragonfinn for reporting these issues!
-Fixed a bug where the farming/aquaculture script could set the wrong building type on Archipelago planets. Thanks Farya!
-The Remnant Battlestation will now be visible in the build menu if the player lacks the Automated Ships skill.
-Added a tooltip to CHAMELEON if there is a DEA shortage that clarifies the structure provides no benefits during the shortage.

7.0.0 Changelog:
-The E.U.T.E.C.K. has returned! It's a special item that can be installed in the Genelab to begin terraforming. By default, the E.U.T.E.C.K. is single-use and will create a Paradise world, which is essentially a Terran planet with bountiful farmland and mild climate. Terraforming takes 400 days to complete, which can be adjusted in the settings file.
-For those who want more options for terraforming (despite the lore and balance problems I feel are associated with them), the "boggledEnableAllTerraformingProjects" setting can be switched to true to enable the "old-style" terraforming. It's now controlled via an option on the colony interaction menu, and there are planet type change options for both vanilla planet types and Unknown Skies types. There are also miscellaneous projects to alter resources and conditions on the planet. Please let me know if there are any projects you want but aren't implemented - I will add more based on popular demand!
-Genelabs now seed lobsters on planets with a water-covered surface. This process takes 200 days.
-"Crustacean Job" quest removed.
-Genelabs can now install AI cores and be improved. The Alpha Core bonus and improvement bonus increase income from the Mesozoic Park.
-Inactive Gates can now be built at a stable location. After playing the main quest line, I'm sure the player will understand why Astral gates were removed and this feature was added.
-Remnant Station updated for 0.95a and is now a default option.
-Fixed a bug where the wrong variant was being used for the Remnant Station.
-The Remnant Station is now only buildable if the player has the "Automated Ships" skill unlocked.
-Modified the Mining Station resource deposits if the "boggledMiningStationLinkToResourceBelts" setting is enabled. Rich and Ultrarich ore deposits are now possible in cases where there is an extreme number of asteroid belts in the system.

6.0.0 Changelog:
-Terraforming and Domain-tech content has been re-enabled by default.
-Planet type transformations have been removed temporarily. Between the new 0.95a special items and the hazard-suppressing buildings in this mod, the old-style planet type transformations are largely unnecessary. Planet type transformations (and the EUTECK) will be back in a future update once I've reworked the system to be worthwhile in 0.95a. Players who don't like the new 0.95a suppression mechanic and prefer the old-style system are encouraged to check out the DIY Planets mod.
-Wildlife Exploitation replaced by Mesozoic Park industry. See the mod guide for details on how this industry works. It is a default option for now, but may be converted to non-default based on player feedback.
-Stellar Reflector Array structure updated for 0.95a. Functionality has changed somewhat. See the mod guide for more details.
-Domed Cities structure added. This building suppresses hazardous conditions related to the atmosphere, weather and biosphere. See the mod guide for more details.
-Military Police Headquarters replaced by CHAMELEON. Can still remove Decivilized Subpop, but now also counters Luddic Path cells. See the mod guide for more details.
-Domain Archaeology production changed from static amount to market size minus two. Ruins now add or subtracts production from Domain Archaeology like other resource deposits. Added improvement bonus.
-Minor changes made to Kletka Simulator industry. See the mod guide for more details.
-Eisen Division renamed to Genelab and function has been reworked. See the mod guide for more details.
-The Planetary Shield structure now suppresses the Meteor Impacts condition.
-All Astral gate content has been removed from the mod due to new features present in 0.95a.
-In order to enable various features in this mod, several vanilla market conditions have been overwritten. I'm not aware of any conflicts with other mods, but it may occur in the future if another mod also overwrites the same conditions. Disabling features from this mod will not eliminate the potential for a conflict to occur.
-Arcology worlds and the unique buildings for that planet type have been removed.
-Spice Harvesting has been removed.
-Atmosphere Processor has been removed.
-Terraforming Platform has been removed.
-Skyhook Anchor has been removed due to the addition of the Fullerene Spool in vanila.
-Cloning (non-default industry) can now be improved.
-Hydroponics (non-default industry) can now be improved.
-Hydroponics can now be built on both station markets and planet markets.
-Fixed a bug where building multiple astropoli around one planet would cause the orbital path to be set incorrectly. Thanks bragonfly1 for reporting this!
-Fixed a bug where the second and third astropolis built around a single planet would not use the construction timer (if enabled).
-I understand there have been requests to allow for turning gas giants into stars as part of terraforming. This will not be implemented because the fusion lamp makes this largely unnecessary in 0.95a, and because of lore compatibility problems.

5.5.0 Changelog:
-All Terraforming, Domain-Tech, Astral Gate and Miscellaneous features have been disabled by default while I update them for 0.95a. Astral gates will likely be removed from the mod in 6.0.0 due to new content in vanilla.
-The settings file has been reorganized by content type.
-Added a "check for updates" feature to this mod. I copied a bunch of code from Version Checker, so thanks LazyWizard! If Version Checker is updated for 0.95a I will remove this feature. It can also be disabled using the settings file.
-When a station is created, the spaceport and mining industry (if applicable) are queued up for construction rather than being already built.
-Added a non-default setting to cause stations to be "under construction" for a certain amount of time before they become a market. The amount of construction time required is configurable by the player.
-Station sprite change adjusted to occur at lower market sizes to account for 0.95a restrictions to maximum market size.
-Astropolis stations are now built using an ability (like mining and siphon stations) rather than using a colony building.
-Astropolis stations can now be built in orbit around uncolonized planets.
-The "clear orbital path" and planet size requirements for astropolis stations can now be toggled off using the settings file.
-AI Mining Drones (non-default station-exclusive building) now has a story point improvement option.
-Added separate enable/disable toggles in the settings file for astropolis stations, mining stations, siphon stations and the recolonization ability.
-Added separate resource cost options in the settings file for astropolis stations, mining stations, siphon stations and the recolonization ability.
-Added settings to control how mining station resources are assigned. Default is moderate ore and rare ore, but this can be changed to any flat amount, or it can be based off the number of asteroid belts in the system.
-Added settings to control how siphon station resources are assigned. Default is to have the same richness as the gas giant the station orbits, but alternatively it can be set to a flat amount.
-Station settings (ex. base hazard and base accessibility modifications) are now applied to all stations in the sector by default, rather than just stations created using this mod. This can be toggled off in the settings file.
-Added sound effects when stations are constructed.
-Astropolis stations and siphon stations cannot be constructed in orbit around planets with four or more moons. This restriction was implemented to prevent a visual bug from occurring. Unfortunately I cannot fix the visual bug because it's hardcoded in vanilla. Thanks TiberQ for reporting this!
-Fixed various misspellings and grammatical problems. Thanks to Outlander for catching one of them!
-I have been unable to reproduce several bugs related to Nexerelin outposts and Lights Out moons after making updates to the astropolis construction logic. Please be sure to let me know if the bugs persist. Thanks Serenitis and wanderer3421 for reporting these issues!
-Fixed a bug where Ismara's Sling and Asteroid Breaking colony buildings could show up in the build menu even if they were disabled in the settings file. Thanks TiberQ for reporting this!
-It has been suggested that mining stations should be constructible in accretion disks around black holes. After reviewing the in-game description of ring systems, it appears that mining these ring systems would not make sense from a lore standpoint, so I have not made this change.
-I have become aware that certain individual(s) are extremely displeased with my failure to release the source code for this mod. The source code will now be available for download here (https://github.com/boggled-starsector/boggled_modpack/raw/master/TASC-Source.zip) going forward.
[close]
Compatibility with other mods:
Spoiler
Ashes of the Domain - Compatible, with support for the Ashes research system.
Nexerelin - Compatible.
DIY Planets - Compatible if terraforming is disabled in TASC using the settings file or LunaLib settings.
Unknown Skies - Compatible.
Industrial Evolution - Compatible.
Crew Replacer - Compatible.

If your mod adds any new planet types to Starsector, they will be incompatible with this mod until I issue an update to include those new types. Please send me a PM and I will add your planet types right away. Thank you!

Known issues:
-The colony interaction menu is automatically opened for the player when a new station is constructed. If the player uses console commands to build stations in such a way that my trigger to open the interaction menu is skipped, there can sometimes be a bug related to population growth. I tested this on 0.95.1a and the population growth bug still exists, and I can't find a way to fix it. Sorry!
[close]
Code Contributions/Collaborations:
Spoiler
The TASC GitHub repository is located at https://github.com/boggledstarsector/tasc. Please PM me for collaborator permissions.
[close]

Art stolen from other games (they're all very good IMO):
The Eisen Division, Domain Archaeology, Limelight Network and Seafloor Cities artwork is from Android: Netrunner TCG cards.
The Ismara's Sling artwork is from Deus Ex: Human Revolution.
Title: Re: [0.9.1a] Player Station Construction (v0.9)
Post by: Supplius Maximus on October 29, 2019, 06:04:56 AM
When I go into hyperspace the mod crashes my game. Here's the error:


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

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

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


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

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

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


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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Also thank you for the mod!

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

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

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


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

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

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

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

Anyway, thanks for your work!

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

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

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

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

But anyway, thanks for the mod!

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

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

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

But anyway, thanks for the mod!

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

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

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

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

But anyway, thanks for the mod!

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

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

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

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

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

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

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

But anyway, thanks for the mod!

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

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

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

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

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

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

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

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

But anyway, thanks for the mod!

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

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

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

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

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

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

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

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

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

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

Its not decivilizing either at least...

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

Will see with 2.0 if I can recolonize it.

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

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

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

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

Its not decivilizing either at least...

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

Will see with 2.0 if I can recolonize it.

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

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

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

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

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

A couple questions and suggestion.

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

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

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

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

A couple questions and suggestion.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Cheers!

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

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

Cheers!

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

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

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

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

Cheers!

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

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

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

I get this Error:

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

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


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

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

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

Right now stations seem like better planets to me.


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

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

Cheers!

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

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

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

I get this Error:

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

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

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

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


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

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

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

Right now stations seem like better planets to me.


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

Thanks for your kind words about my mods!

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

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

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

To differentiate it from Nex stations?

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

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

To differentiate it from Nex stations?

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

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

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

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

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

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

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

Thanks!

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Alright thanks for the tip.

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

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

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

That's pretty rude and uncalled for.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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




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




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


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

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

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

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

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

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

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

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

I'm glad you're enjoying my mod!

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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



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

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

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

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

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

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

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

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

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

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

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

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

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

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

Can I localize this mod?
Make only textual changes

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

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

But why?

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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



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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Safety comes first... even before FPS.

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

Someone should make a "Transparent planetary shield" mod.

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

Someone should make a "Transparent planetary shield" mod.

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

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

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

Someone should make a "Transparent planetary shield" mod.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Wrong texture.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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



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

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

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

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


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

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

Here we go!
Thanks for the reply!

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

Yup! It's in a changelog!

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

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

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

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

Yup! It's in a changelog!

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[Heretic mode ON]

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

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

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

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

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

-Craftworld. Just "why not?" option.

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

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

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

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

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

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

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

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

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

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

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

-Craftworld. Just "why not?" option.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

What is the 9th?

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

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

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

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

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

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

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

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

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

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

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

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

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

Anyways, thanks for your great work!

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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


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

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

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

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


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

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

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

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

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

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

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

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

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

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

Damn new run! >:(

EDIT: They are not.

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

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

Damn new run! >:(

EDIT: They are not.

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

P.S. God bless console commands.

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

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

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

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

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

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

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

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

I doubt result worth an efforts.

EDIT:

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Please post the stack trace. Thanks.

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


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

You have my permission. Thank you!

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

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

You have my permission. Thank you!

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

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

13857683 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 1, Size: 1
java.lang.IndexOutOfBoundsException: Index: 1, Size: 1
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at data.campaign.econ.boggledTools.getTargetGateToken(boggledTools.java:574)
   at data.campaign.econ.abilities.Boggled_Select_Next_Gate.createTooltip(Boggled_Select_Next_Gate.java:222)
   at com.fs.starfarer.ui.newui.E$3.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.public.super(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.E.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.V.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.O0oO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)



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

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

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

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

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

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

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

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

13857683 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 1, Size: 1
java.lang.IndexOutOfBoundsException: Index: 1, Size: 1
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at data.campaign.econ.boggledTools.getTargetGateToken(boggledTools.java:574)
   at data.campaign.econ.abilities.Boggled_Select_Next_Gate.createTooltip(Boggled_Select_Next_Gate.java:222)
   at com.fs.starfarer.ui.newui.E$3.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.public.super(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.E.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.V.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.O0oO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)



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

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

I think I understand why the crash happened and I'm going to issue a patch to fix it. Thanks for letting me know about this.

As for the long build time for the Lethia gate, this is expected under certain circumstances as the logic is trying to find a good place to build the gate. 20 seconds is much longer than I ever saw in testing. What are your computer specs?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.2)
Post by: Uhlang on April 10, 2020, 09:51:31 PM
It is intended that the desert transformation does not have the habitable condition. If it's true that all desert planets have habitable, I will have to change this.
I just ran the SurveyAll command on my game. I play with a slightly customized Adjusted Sector mod, so I got a good sample size of ~50 desert planets.
The only ones that didn't have Habitable came from mods.
This is what you saw if you looked exclusively at RNG planets
(https://i.gyazo.com/c53f0a7918db0a43d17082f9e2f344c7.png)
[close]
Habitable on every single one of them.

Mind you, if you do make it so that every planet terraformed into desert gets Habitable, you will create a shortcut for terraforming the more difficult planets.
For example, terraforming the average barren world with only the No Atmosphere condition straight into terran would cost 20,000 points(8,000 + 12,000,) but if you stop at desert first and give it the Habitable condition, it would be just 12,000(20,000 x 0.4 = 8,000 for desert, then 8,000 - 4,000 = 4,000 for terran)

Personally, I like this both because it's closer to how actual terraforming would work and because it seems like a reward for the player's forethought and patience. Just thought I'd mention it in case you wouldn't be okay with it.

EDIT: Also worth noting that the desert planets all seem to have Extreme Weather, too, which my terraformed planet didn't get, either.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.2)
Post by: Serenitis on April 11, 2020, 02:56:37 AM
It is intended that the desert transformation does not have the habitable condition. If it's true that all desert planets have habitable, I will have to change this.

"Desert" planets are cat_hab2 which are always habitable.
It is possible that you might have been thinking about "Barren Desert" which are cat_hab1, and not always habitable.

You could either change the Desert option to give habitable status, or swap it to change to Barren Desert if that was the intended progression.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.3)
Post by: RC550 on April 11, 2020, 12:58:03 PM
I love the mod and I prefer the new Terraforming system to the old one. That being said, I just finished terraforming a Cryovolcanic world with Abundant Volatiles into a Water world. In the process, the planet gained some Organics, which is nice. Unfortunately, it also LOST all of it's Volatiles, which means I've just lost a large chunk of my income. Is getting rid of planetary resources intentional, or a bug? If it is intentional, I think some kind of warning when selecting the terraforming project would be necessary to prevent something like this happening.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.3)
Post by: knogleknuser on April 11, 2020, 01:09:30 PM
If you build a stellar array and later sell it, you are unable to rebuild the stellar array at said colony as it is still 'present' (physically in the overworld, but not in the colony screen) despite it providing no benefits, thus rendering you unable to rebuild that terraforming project on that planet forever.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.3)
Post by: Uhlang on April 11, 2020, 02:11:42 PM
So, I'm loving the new terraforming system, but I have two little problems with it.

1. The Stellar Reflectors seem somewhat useless now.
With how cheap they are to build and maintain, Terraforming Platforms are like the pauper's choice for terraforming, while Eisen Divisions and Atmosphere Processors are obviously late-game structures meant for the true terraforming magnates who have a bunch of cores and nanoforges lying around. Ismara's Slings are situational, but they can also be really valuable in systems with lots of terraforming going on. Stellar Reflectors, on the other hand, seem too expensive to maintain to appeal to the new colonizer and too ineffective to be useful to the veteran. They do remove Poor Light, bring in more points than Terraforming Platforms, and don't require stations to build, but you were going to build stations anyway, and the slight edge the Reflectors have in point production doesn't really justify their construction on any planet that doesn't have Poor Light.

2. There's not enough incentive to pick worlds that aren't water or terran.
The only thing the less-optimal planets have is that they require less terraforming points, which, if you ask me, doesn't really justify their production over that of temperate paradises which can be further improved with Mild Climate. They take longer, sure, but it's not like the players won't have anything else to do while they wait, and even if they did decide to go for a jungle or tundra world, they would seem like just another step towards terran or water — never the final stop.

I'm not sure if this is feasible, but I think a good solution to both of these would be locking certain terraforming projects behind Stellar Reflectors depending on where the planets are in the system. E.G. A planet that's basically kissing its star should only be terraformable into desert or jungle until it has Stellar Shades installed, while a freezing planet on the outer end of the system should only be allowed to become tundra or frozen until it has Stellar Mirrors. The reflectors would unlock the other types and ideally, they would have to stay up for the planet to be able to continue being the type it originally couldn't.
This would make Stellar Reflectors a lot more useful, while at the same time, the upkeep and building slot requirement would incentivize creating tundra or jungle worlds over terran or water. It would also make the "Goldilocks Zone" system that Starsector seems to have feel more consequential, because with this set-up, the planets located there wouldn't need any reflectors to become anything, making them more precious, just as they would be in real life and Starsector's lore.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.3)
Post by: Mondaymonkey on April 11, 2020, 02:23:17 PM
Quote
locking certain terraforming projects behind Stellar Reflectors

Alternative suggestion: you can not terraform planets to terran and water if planet has "hot", "cold", toxic atmosphere, etc..., until that conditions are not removed by structures. Seems logical to remove obstacles before doing a job.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.3)
Post by: boggled on April 11, 2020, 03:56:42 PM
I love the mod and I prefer the new Terraforming system to the old one. That being said, I just finished terraforming a Cryovolcanic world with Abundant Volatiles into a Water world. In the process, the planet gained some Organics, which is nice. Unfortunately, it also LOST all of it's Volatiles, which means I've just lost a large chunk of my income. Is getting rid of planetary resources intentional, or a bug? If it is intentional, I think some kind of warning when selecting the terraforming project would be necessary to prevent something like this happening.

That is intentional. I will add a warning to the tool tips that resources will be modified by terraforming and that the changes aren't always completely beneficial.

If you build a stellar array and later sell it, you are unable to rebuild the stellar array at said colony as it is still 'present' (physically in the overworld, but not in the colony screen) despite it providing no benefits, thus rendering you unable to rebuild that terraforming project on that planet forever.

That's unintended. I'll fix this in the next patch. Thank you for letting me know!

So, I'm loving the new terraforming system, but I have two little problems with it.

1. The Stellar Reflectors seem somewhat useless now.
With how cheap they are to build and maintain, Terraforming Platforms are like the pauper's choice for terraforming, while Eisen Divisions and Atmosphere Processors are obviously late-game structures meant for the true terraforming magnates who have a bunch of cores and nanoforges lying around. Ismara's Slings are situational, but they can also be really valuable in systems with lots of terraforming going on. Stellar Reflectors, on the other hand, seem too expensive to maintain to appeal to the new colonizer and too ineffective to be useful to the veteran. They do remove Poor Light, bring in more points than Terraforming Platforms, and don't require stations to build, but you were going to build stations anyway, and the slight edge the Reflectors have in point production doesn't really justify their construction on any planet that doesn't have Poor Light.

2. There's not enough incentive to pick worlds that aren't water or terran.
The only thing the less-optimal planets have is that they require less terraforming points, which, if you ask me, doesn't really justify their production over that of temperate paradises which can be further improved with Mild Climate. They take longer, sure, but it's not like the players won't have anything else to do while they wait, and even if they did decide to go for a jungle or tundra world, they would seem like just another step towards terran or water — never the final stop.

I'm not sure if this is feasible, but I think a good solution to both of these would be locking certain terraforming projects behind Stellar Reflectors depending on where the planets are in the system. E.G. A planet that's basically kissing its star should only be terraformable into desert or jungle until it has Stellar Shades installed, while a freezing planet on the outer end of the system should only be allowed to become tundra or frozen until it has Stellar Mirrors. The reflectors would unlock the other types and ideally, they would have to stay up for the planet to be able to continue being the type it originally couldn't.
This would make Stellar Reflectors a lot more useful, while at the same time, the upkeep and building slot requirement would incentivize creating tundra or jungle worlds over terran or water. It would also make the "Goldilocks Zone" system that Starsector seems to have feel more consequential, because with this set-up, the planets located there wouldn't need any reflectors to become anything, making them more precious, just as they would be in real life and Starsector's lore.

As you mentioned, the niche for stellar reflectors is that they remove poor light. They also don't demand any commodities, which is a positive thing relative to the terraforming platform if you don't have in-faction fuel and hulls production. Finally, if you already have the terraforming platform but don't have the resources to utilize the atmosphere processor and/or Eisen Division, the reflectors are a good way to get more points without a huge up-front investment.

I agree with your point that there's not much reason to make anything other than water or terran planets. I'm likely going to need to rebalance some of the resources that the terraformed planets have to justify making jungle and tundra worlds in some scenarios. If you have any ideas on specifically what balance changes I should make, please share!

I don't want to start introducing building requirements for certain terraforming projects. Although it makes sense from a realism standpoint, one of the most heavily criticized elements of my pre-rework terraforming mod was the need for Ismara's Sling/Drone Nexus to terraform desert planets. Most players didn't like that mechanic, and therefore I'm very hesitant to bring it back.

Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.3)
Post by: NephilimNexus on April 11, 2020, 04:14:21 PM
#Setting this to true will completely disable any terraforming content
   "boggledTerraformingContentEnabled":true,


OK, now I'm confused.  First line says that setting the second line to true disables all content, but the second line is saying that if I want it enabled then I have to set it to true.

Spoiler
(https://scifanatic-wpengine.netdna-ssl.com/wp-content/uploads/2017/09/tos-norman.png)
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Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.3)
Post by: Uhlang on April 11, 2020, 05:44:40 PM
I don't want to start introducing building requirements for certain terraforming projects. Although it makes sense from a realism standpoint, one of the most heavily criticized elements of my pre-rework terraforming mod was the need for Ismara's Sling/Drone Nexus to terraform desert planets. Most players didn't like that mechanic, and therefore I'm very hesitant to bring it back.
I think what bothered people the most was the general confusion and the hard limitations.
Before this update, you could only terraform water-ice, toxic, tundra, and desert planets that had water-ice neighbors or stations from your other mod. That actually excluded a significant amount of planets, especially in younger constellations/systems.
With the mod having become so streamlined and open(I mean, even barren worlds are fair game now,) I think people would be willing to accept a soft restriction or two. "Soft" is the key word here. If someone wants to make a frozen world bathing in the corona of a blue hypergiant, I say let 'em. Just have them set up some shades first. Surely that's not unreasonable?
I agree with your point that there's not much reason to make anything other than water or terran planets. I'm likely going to need to rebalance some of the resources that the terraformed planets have to justify making jungle and tundra worlds in some scenarios. If you have any ideas on specifically what balance changes I should make, please share!
Right now, all I can think of is guaranteeing plentiful organics on jungle worlds and trace volatiles on tundra worlds. "Trace volatiles" might not seem like much, but combined with the presence of organics(which tundra worlds always have) and both kinds of metals, you can develop a very profitable mining colony. And yes, I checked the survey list again and confirmed that they can have it naturally.
I also noticed that jungle and tundra worlds can spawn with Mild Climate, too, so opening the Mild Climate terraforming option to them is another good way to make them more appealing.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.3)
Post by: Mondaymonkey on April 11, 2020, 05:53:19 PM
Suggestion: do not "set" volatiles when terraform to terran, calculate them instead. Like -1 or -2 to previous value. So if it was "abundant" - some will remain, if it was "spare" - it just disappear.

EDIT:

Can confirm terran worlds sometimes generated with volatiles, but never seen more than -1.
Spoiler
(https://i.imgur.com/lYDmsbP.png)
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EDIT2:

Alternative suggestion: increase organics based on a volatiles loss amount, so if players lose -2 in volitive, he get +2 in organics.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.3)
Post by: SneakyDevil on April 12, 2020, 01:25:44 AM
Heyo, just popping in to thank you for this amazing enhancement to the game.

Okay, that's actually a lie(why I'm here, the mod is still great), I came because I just finished my first terraforming project. Which shockingly yeeted my planet of resources. Which *would* have been nice to know ahead of time...

So, is there any chance we could get a table of changes made with each terraforming project? Because I'm fine terraforming things into something other than a Terran world if I actually know what I would be getting with each option.

Edit: A bug report(?) I have an AI Core trainer up with an Alpha Core on it. So far in the last 20 months it has been operational I made 13 Gamma Cores and 7 Beta Cores. I have yet to proc another Alpha Core or Nothing. Negate that, as I say that an Alpha Core procs...
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.3)
Post by: boggled on April 12, 2020, 06:22:52 AM
#Setting this to true will completely disable any terraforming content
   "boggledTerraformingContentEnabled":true,


OK, now I'm confused.  First line says that setting the second line to true disables all content, but the second line is saying that if I want it enabled then I have to set it to true.

Spoiler
(https://scifanatic-wpengine.netdna-ssl.com/wp-content/uploads/2017/09/tos-norman.png)
[close]

Unless I'm missing something, I'm not sure where the "true" language in the commented code above came from. In the settings description in the original post and the settings file in the mod, the text reads "Setting this to false will completely disable any terraforming content". Where did you see that incorrect language?

I don't want to start introducing building requirements for certain terraforming projects. Although it makes sense from a realism standpoint, one of the most heavily criticized elements of my pre-rework terraforming mod was the need for Ismara's Sling/Drone Nexus to terraform desert planets. Most players didn't like that mechanic, and therefore I'm very hesitant to bring it back.
I think what bothered people the most was the general confusion and the hard limitations.
Before this update, you could only terraform water-ice, toxic, tundra, and desert planets that had water-ice neighbors or stations from your other mod. That actually excluded a significant amount of planets, especially in younger constellations/systems.
With the mod having become so streamlined and open(I mean, even barren worlds are fair game now,) I think people would be willing to accept a soft restriction or two. "Soft" is the key word here. If someone wants to make a frozen world bathing in the corona of a blue hypergiant, I say let 'em. Just have them set up some shades first. Surely that's not unreasonable?
I agree with your point that there's not much reason to make anything other than water or terran planets. I'm likely going to need to rebalance some of the resources that the terraformed planets have to justify making jungle and tundra worlds in some scenarios. If you have any ideas on specifically what balance changes I should make, please share!
Right now, all I can think of is guaranteeing plentiful organics on jungle worlds and trace volatiles on tundra worlds. "Trace volatiles" might not seem like much, but combined with the presence of organics(which tundra worlds always have) and both kinds of metals, you can develop a very profitable mining colony. And yes, I checked the survey list again and confirmed that they can have it naturally.
I also noticed that jungle and tundra worlds can spawn with Mild Climate, too, so opening the Mild Climate terraforming option to them is another good way to make them more appealing.

I understand your argument that there are some pretty unrealistic and nonsensical terraforming situations that the player can create using the new system. If I continue to see players requesting this kind of realism, I will implement it, but based on the highly negative reaction to the water requirements I don't want to implement this type of restriction unless there's a large player demand for it.

I will enable mild climate on jungle and tundra worlds, and possibly others. I'll take a look through the sector generation code and see what conditions are permissible where.

Suggestion: do not "set" volatiles when terraform to terran, calculate them instead. Like -1 or -2 to previous value. So if it was "abundant" - some will remain, if it was "spare" - it just disappear.

EDIT:

Can confirm terran worlds sometimes generated with volatiles, but never seen more than -1.
Spoiler
(https://i.imgur.com/lYDmsbP.png)
[close]

EDIT2:

Alternative suggestion: increase organics based on a volatiles loss amount, so if players lose -2 in volitive, he get +2 in organics.

The problem is that if planets retain or get bonuses for previous conditions, the player can do a "terraforming chain" to get an end result planet that has all the resources maxed out. I also don't want to create complicated rules for what the resources will be after terraforming because then players won't understand what's happening.

Heyo, just popping in to thank you for this amazing enhancement to the game.

Okay, that's actually a lie(why I'm here, the mod is still great), I came because I just finished my first terraforming project. Which shockingly yeeted my planet of resources. Which *would* have been nice to know ahead of time...

So, is there any chance we could get a table of changes made with each terraforming project? Because I'm fine terraforming things into something other than a Terran world if I actually know what I would be getting with each option.

Edit: A bug report(?) I have an AI Core trainer up with an Alpha Core on it. So far in the last 20 months it has been operational I made 13 Gamma Cores and 7 Beta Cores. I have yet to proc another Alpha Core or Nothing. Negate that, as I say that an Alpha Core procs...

I will add information to the tool tip to inform the player about what the resource changes will be if they terraform a planet. Thanks for your feedback!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.3)
Post by: RC550 on April 12, 2020, 08:43:06 AM
Thank you for responding to my last post. I understand that changing the resources on the planet when it changes type makes sense. After all, I've never seen Volatiles on a Water world, just like I've never seen Organics on a non-Habitable world (with the exception of pre-made worlds like Salamanca).

I decided to use the new Water world from my last post as a new source of food since it can do that now, but when I went to build the "Aquaculture" industry, if didn't find it. Instead, "Farming" is listed. While "Farming" and "Aquaculture" are mechanically the same (though building "Farming" is a lot cheaper than building "Aquaculture"), this is still a little strange. Is this a bug? Would it be possible to make it so, in the future, planets terraformed into Water worlds have "Aquaculture" as an industry instead of "Farming"?

Edit: Well, this is interesting. When I ordered that "Farming" be built on the Water world, I paid the 75000 credit price for "Farming" and that's what appeared in the build queue. But when it started to BUILD the industry, I checked it again and found that the industry had changed to "Aquaculture" on it's own. Furthermore, when I tried canceling the construction, it refunded me as if I had paid the full price of "Aquaculture", meaning it refunded me 100000 credits (40% of the 250000 cost to build Aquaculture). This means I made a 25000 credit profit. I think I found an exploitable bug.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.4)
Post by: boggled on April 12, 2020, 09:26:41 AM
Thank you for responding to my last post. I understand that changing the resources on the planet when it changes type makes sense. After all, I've never seen Volatiles on a Water world, just like I've never seen Organics on a non-Habitable world (with the exception of pre-made worlds like Salamanca).

I decided to use the new Water world from my last post as a new source of food since it can do that now, but when I went to build the "Aquaculture" industry, if didn't find it. Instead, "Farming" is listed. While "Farming" and "Aquaculture" are mechanically the same (though building "Farming" is a lot cheaper than building "Aquaculture"), this is still a little strange. Is this a bug? Would it be possible to make it so, in the future, planets terraformed into Water worlds have "Aquaculture" as an industry instead of "Farming"?

Edit: Well, this is interesting. When I ordered that "Farming" be built on the Water world, I paid the 75000 credit price for "Farming" and that's what appeared in the build queue. But when it started to BUILD the industry, I checked it again and found that the industry had changed to "Aquaculture" on it's own. Furthermore, when I tried canceling the construction, it refunded me as if I had paid the full price of "Aquaculture", meaning it refunded me 100000 credits (40% of the 250000 cost to build Aquaculture). This means I made a 25000 credit profit. I think I found an exploitable bug.

I'm aware of this bug, but unfortunately I don't believe it can be fixed in the current version of Starsector. Alex said he would implement a change in the API in the next version of Starsector that will allow me to fix this problem. You're just going to have to use the honor system and not abuse this bug! Sorry!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.4)
Post by: MRXZX on April 13, 2020, 07:27:44 AM

I was wondering if you could add options for habitable planets to stop population growth from hazard levels, similar to stations, for example hazzard rating on 75% means that your/bot colony can grow to 9 level population, 100%to 8lv, 125% to 7lv, 150% to 6, 175% to 5, and higher than 200% can only grow to 4lv? (if somebody add simmilar idea sorry)

and one more thing as I update the mod,can I play the same save file or do i need to star new one ?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.4)
Post by: Mondaymonkey on April 13, 2020, 07:48:08 AM
Vanilla bot colonies does not grow. At all. Some mods changes that, tho'.

Vanilla player colonies does not have limitation on size, but have growth penalty based on hazard rating, making insanely long to achieve large sizes whiteout growth buffs, like cryosleeper structures or "open market" status and huge growth investments. So, it is almost entirely implemented in vanilla. So it goes.

I can understand your suggestion, but doubt it is fit to this mod. It is rather idea for "better colonies" or Nex, or else.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.4)
Post by: rashiakas on April 13, 2020, 10:02:28 AM
Hi Boggled,

got this crash after I delivered the Astral to the hegenmony guy and saved in the penelope system:

(https://i.imgur.com/Zaz0ZZz.png)
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.4)
Post by: MRXZX on April 13, 2020, 12:04:43 PM
Vanilla bot colonies does not grow. At all. Some mods changes that, tho'.

Vanilla player colonies does not have limitation on size, but have growth penalty based on hazard rating, making insanely long to achieve large sizes whiteout growth buffs, like cryosleeper structures or "open market" status and huge growth investments. So, it is almost entirely implemented in vanilla. So it goes.

I can understand your suggestion, but doubt it is fit to this mod. It is rather idea for "better colonies" or Nex, or else.

i know that they are not growing on vanila game but with nexerelin they are, but with your cramped station modifier, stations dont grow and this add some immersion :P but ok i will make suggestion there who know maybe they will add something
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.4)
Post by: DX2002 on April 13, 2020, 05:15:51 PM

I was wondering if you could add options for habitable planets to stop population growth from hazard levels, similar to stations, for example hazzard rating on 75% means that your/bot colony can grow to 9 level population, 100%to 8lv, 125% to 7lv, 150% to 6, 175% to 5, and higher than 200% can only grow to 4lv? (if somebody add simmilar idea sorry)

and one more thing as I update the mod,can I play the same save file or do i need to star new one ?
Maybe you could just use your old saving,I just uninstlled the old version and replaced it with the new one,it worked,at least it didn't crash.bBut by the way,I don't have a colony,so I'm not sure whether it's completey OK.Just make sure that you've prepared a backup before you try.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.4)
Post by: boggled on April 13, 2020, 07:43:45 PM

I was wondering if you could add options for habitable planets to stop population growth from hazard levels, similar to stations, for example hazzard rating on 75% means that your/bot colony can grow to 9 level population, 100%to 8lv, 125% to 7lv, 150% to 6, 175% to 5, and higher than 200% can only grow to 4lv? (if somebody add simmilar idea sorry)

and one more thing as I update the mod,can I play the same save file or do i need to star new one ?
Maybe you could just use your old saving,I just uninstlled the old version and replaced it with the new one,it worked,at least it didn't crash.bBut by the way,I don't have a colony,so I'm not sure whether it's completey OK.Just make sure that you've prepared a backup before you try.

This mod is backwards compatible with itself. It is not backwards compatible with Boggled's Terraforming Mod, Player Gate Construction or Player AI Core Production (they've all been integrated into this mod and the old versions are now deprecated).

Hi Boggled,

got this crash after I delivered the Astral to the hegenmony guy and saved in the penelope system:

(https://i.imgur.com/Zaz0ZZz.png)

Hmm, I'm not sure what caused that, but my mod seems to be the culprit. Did you happen to update to 5.0.4 while the quest was in progress? In any event, I'll look into it further and issue a patch. Thanks for letting me know about this!



Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.4)
Post by: rashiakas on April 13, 2020, 08:36:03 PM
Nah, didnt update. Thanks for looking into it.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: grinningsphinx on April 14, 2020, 09:26:09 PM
no ones going to go through the hassle of exploiting anything for 25k credits when they can just use console commands far more simply.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.4)
Post by: grinningsphinx on April 14, 2020, 09:27:33 PM

I was wondering if you could add options for habitable planets to stop population growth from hazard levels, similar to stations, for example hazzard rating on 75% means that your/bot colony can grow to 9 level population, 100%to 8lv, 125% to 7lv, 150% to 6, 175% to 5, and higher than 200% can only grow to 4lv? (if somebody add simmilar idea sorry)

and one more thing as I update the mod,can I play the same save file or do i need to star new one ?

This would be *Crazy* incompatible with the large majority of faction mods already in existence.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: Super Neko on April 15, 2020, 12:56:28 PM
Hi Boggled,

Would it be alright to increase the mining station limit from 1 per system? If I have a system with multiple asteroid belts, or multiple asteroid clusters, it seem logical have multiple mining stations exploiting each resource rich areas.

Thanks
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: Chairman Suryasari on April 15, 2020, 01:41:32 PM
Nice, but will the terraforming platform will stay on colony menu? i mean, the DIY Terraforming, their structure will be gone after terraforming complete so it's doesn't show on colony menu, starsector still have problem with structure limitation because it's can show them properly via menu.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: DX2002 on April 15, 2020, 05:17:14 PM
Hi Boggled,

Would it be alright to increase the mining station limit from 1 per system? If I have a system with multiple asteroid belts, or multiple asteroid clusters, it seem logical have multiple mining stations exploiting each resource rich areas.

Thanks
There is already a switch in the settings.json.You could try to search"boggledMaxNumMiningStationsPerSystem"in the document and change its number from 1 to up to 3.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: boggled on April 15, 2020, 07:51:30 PM
Nice, but will the terraforming platform will stay on colony menu? i mean, the DIY Terraforming, their structure will be gone after terraforming complete so it's doesn't show on colony menu, starsector still have problem with structure limitation because it's can show them properly via menu.

Once you are finished with terraforming on a given planet, you can remove all the terraforming structures to free up slots and save money. Terraforming does not revert if you remove the structures. I hope this helps!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: VinciVincent on April 16, 2020, 06:52:14 AM
Nice, but will the terraforming platform will stay on colony menu? i mean, the DIY Terraforming, their structure will be gone after terraforming complete so it's doesn't show on colony menu, starsector still have problem with structure limitation because it's can show them properly via menu.

Once you are finished with terraforming on a given planet, you can remove all the terraforming structures to free up slots and save money. Terraforming does not revert if you remove the structures. I hope this helps!
That is good to know!

Amazing mod by the way, this feature was much needed.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: Argonaut on April 16, 2020, 12:30:50 PM
Hi, fun mod! Can't tell if this was asked before:
i used the experimental "ApplyStationSettingsToAllStationsInSector" feature and it seems to be working great! I'm running 49 mods and all the stations i see have "cramped quarters" applied to them. One issue is that they haven't been expanded and are now losing population. Would it be possible to apply the "station expansion" feature to them to the population limit the stations are at when they spawn?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: boggled on April 16, 2020, 01:32:16 PM
Nice, but will the terraforming platform will stay on colony menu? i mean, the DIY Terraforming, their structure will be gone after terraforming complete so it's doesn't show on colony menu, starsector still have problem with structure limitation because it's can show them properly via menu.

Once you are finished with terraforming on a given planet, you can remove all the terraforming structures to free up slots and save money. Terraforming does not revert if you remove the structures. I hope this helps!
That is good to know!

Amazing mod by the way, this feature was much needed.

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

Hi, fun mod! Can't tell if this was asked before:
i used the experimental "ApplyStationSettingsToAllStationsInSector" feature and it seems to be working great! I'm running 49 mods and all the stations i see have "cramped quarters" applied to them. One issue is that they haven't been expanded and are now losing population. Would it be possible to apply the "station expansion" feature to them to the population limit the stations are at when they spawn?

I wasn't aware that a market could actually decrease in size. If the population growth progress bar reaches zero, does the station decrease to the next lower population size?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: pedro1_1 on April 16, 2020, 06:51:17 PM
Nice, but will the terraforming platform will stay on colony menu? i mean, the DIY Terraforming, their structure will be gone after terraforming complete so it's doesn't show on colony menu, starsector still have problem with structure limitation because it's can show them properly via menu.

Once you are finished with terraforming on a given planet, you can remove all the terraforming structures to free up slots and save money. Terraforming does not revert if you remove the structures. I hope this helps!
That is good to know!

Amazing mod by the way, this feature was much needed.

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

Hi, fun mod! Can't tell if this was asked before:
i used the experimental "ApplyStationSettingsToAllStationsInSector" feature and it seems to be working great! I'm running 49 mods and all the stations i see have "cramped quarters" applied to them. One issue is that they haven't been expanded and are now losing population. Would it be possible to apply the "station expansion" feature to them to the population limit the stations are at when they spawn?

I wasn't aware that a market could actually decrease in size. If the population growth progress bar reaches zero, does the station decrease to the next lower population size?

it need a little bit more than that to decrease the population size, this is also the reason the Pirates decivilize the core worlds after some cicles, they don't what the core worlds to be destroyed, because whitout the core worlds they have no targets, but they send so many expedition that they efectivally tatical block the colony to decivilization... the player can also do it, but it takes so much time to do so
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: NephilimNexus on April 16, 2020, 07:09:39 PM
Found a bug: Domain Artifacts are not being delivered to Storage.  Instead they're getting delivered to the Marketplace by mistake. 

You basically have to buy them back to get them into your inventory if you want to use them to build anything.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: Unnamed_Shadow on April 17, 2020, 01:09:49 AM
Hi Boggled, love the mod!

I would love it if you add Hydroponics as a new Industry for the Stations. (and maybe make it an ability the vanilla stations can also use. Maybe even non-terraformed planets without farming.

It would allow stations to get some Food at the cost of Heavy Machinery.

I love the work you have made on the terraforming, i just hope you also expand on the ability of the Stations. Making them more self-sustainable.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: Mondaymonkey on April 17, 2020, 05:29:22 AM
Quote
instead they're getting delivered to the Marketplace by mistake.

Well... yes. As any normal commodity, produced by any normal industry. You have to "buy" any goods from your colony markets.

Theory is: if you produce exceed normal commodity it is exported to another planets to supply their demand and get profits if it is other faction. So if you took that commodities from a market stockpile, you have to "pay" for it at the end of the month as a penalty to your income. Weird, but that is how exactly vanilla economy works.

As any non-player faction will not use DEA in unmodded conditions, you will not get any export income from DAE. But to supply your own structures, DEA should use same "export mechanism" as any other commodity, which mean necessity of market stockpiles and penalties if removed from there.

Theoretically, it is possible for DEA mining to yield some extra "free" DEA to a production gathering point storage, based on a ruins size, but it is kinda weird to "store" items instead of delivering to consumer, especially if shortage.

I vote not to change that. If you build DEA archeology, you probably have money to "buy" them from yourself.

Quote
Hydroponics as a new Industry for the Stations ... non-terraformed planets without farming

That is rather suggestion for a "industrial evolution" (https://fractalsoftworks.com/forum/index.php?topic=18011.0;topicseen) mod.

But I definitely agree there should be more station-orientated industries, like "drone control nexus". They kinda empty now.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: boggled on April 17, 2020, 10:22:31 AM
Found a bug: Domain Artifacts are not being delivered to Storage.  Instead they're getting delivered to the Marketplace by mistake. 

You basically have to buy them back to get them into your inventory if you want to use them to build anything.

As Mondaymonkey indicated, this is working as intended and mimics the vanilla behavior. If you transfer a colony with structures that demand Domain-era artifacts to another faction, it should actually generate export income for the player like any other industry.

Quote
Hydroponics as a new Industry for the Stations ... non-terraformed planets without farming

That is rather suggestion for a "industrial evolution" (https://fractalsoftworks.com/forum/index.php?topic=18011.0;topicseen) mod.

But I definitely agree there should be more station-orientated industries, like "drone control nexus". They kinda empty now.

Hydroponics might fit with this mod as it's not possible to gain control of station markets in vanilla and this mod and Nex are probably among the few ways the player can obtain a station. Is hydroponics implemented by any other relatively popular mods right now? If not, perhaps I will look into it.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: Mondaymonkey on April 17, 2020, 10:33:11 AM
Quote
Hydroponics might fit with this mod as it's not possible to gain control of station markets in vanilla and this mod and Nex are probably among the few ways the player can obtain a station. Is hydroponics implemented by any other relatively popular mods right now? If not, perhaps I will look into it.

Do you need MOAR stupid suggestions?
(https://i.imgur.com/lea9Ryn.gif)
[close]
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: boggled on April 17, 2020, 10:43:06 AM
Quote
Hydroponics might fit with this mod as it's not possible to gain control of station markets in vanilla and this mod and Nex are probably among the few ways the player can obtain a station. Is hydroponics implemented by any other relatively popular mods right now? If not, perhaps I will look into it.

Do you need MOAR stupid suggestions?
(https://i.imgur.com/lea9Ryn.gif)
[close]

What's your objection to hydroponics? What other ideas do you have for station-only industries?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: Uhlang on April 17, 2020, 11:09:29 AM
What's your objection to hydroponics? What other ideas do you have for station-only industries?
I don't think he's objecting it. Just asking if you're open to other, possibly questionable ideas he might have.
And as far as I'm aware, no mod gives you buildable hydroponics. It's kinda expected, though, considering you can't even own stations without Nex, and only capture a small amount of them with it.

As for other ideas for station-only industries... I guess the Drone Nexus was replaced by the Terraforming Platform, but I think bringing it back in some form to act like an Ismara's Sling-lite would be a good way to increase the value of stations and give the player another means of system-wide terraforming.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: Mondaymonkey on April 17, 2020, 11:56:34 AM
Quote
What's your objection to hydroponics?

Currently - none.

Quote
What other ideas do you have for station-only industries?

I can generate you half-infinity +1 suggestions, but most of them are... well... forget. Non radical ones:
 
1. Zero gravity chemical lab - produce organic, consuming food. Productivity is BAD (produce <colony size - 4> organics and consume <colony size - 1> food, can be improved by AI cores), but might be useful if player does not have planet with "organic" yet.

2. Custom ship assembling dock - produce income in credits based on a "ship quality". Consume large amount of ship hulls ( 8 ) and heavy armaments (6) . Do not make any income if demands not met. Grants -30% penalty to current colony fleetsize. Can not be built together with heavy machinery or orbital works. AI cores slight decrease fleetsize penalty (-25, -20, -15).

3. Space casino - unique astropolis industry. Produce raw income based on an "accessibility" value. Consume large amount of luxury goods (9), domestic goods ( 8 ), recreational drugs (7) and lobsters (2). Decreased income if not met. Slight bonus to population growth, -4 stability penalty, *0.5 ground defense decrease, adds -25% hazard rating condition. AI cores decrease demands, upkeep and increase profits.

4. Improved asteroid control center - unique mining station industry. Do not do anything without AI core. Gamma core slightly increase accessibility, Betta in addition increase productivity of any terraforming in system, Alpha adds +1 to ore and rare ore production in mining. Consume DEA (7) and heavy machinery (6). Does not give anything if not met. Pathers will hug you till the death. Really hight maintenance.

5. Expanded stratospheric infrastructure - unique siphon industry. Grants accessibility bonus to gas giant it orbiting (not siphon). Alpha AI core will add +1 to volatiles production in mining. Consume a lot of metal (10), transplutonics ( 8 ) and supplies (9). Costly in maintenance, but can be improved by AI cores.

6. Human waste disposal - consume crew, based on a market size and yeld -1 in harvested organs. Decrease accessibility, population grows and adds -25% hazard level condition. AI cores decrease penalties, but not remove. Industry slot.

7. Improved supply center consume DAE (5) and lobsters (3). Minor increase of fleetsize and ground defense to all player markets in system. Can not have more than one in a system. Does not provide bonuses if demands not met. AI cores decrease demand, upkeep, alpha adds +1 to stability to that markets. Industry slot.

8. Damn station shield - see the planetary shield.

9. Smart minefield - generate a large minefield cloud around station, that gives -3 speed penalty to any fleet hostile to owner. Friendly fleets are not affected. Consume 10 volatiles, 6 DEA and 8 heavy armaments. -25% accessibility penalty. AI cores increase size. Despite does not produce anything it is an industry.

There are more, but heresy.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: boggled on April 17, 2020, 07:06:19 PM
Quote
What's your objection to hydroponics?

Currently - none.

Quote
What other ideas do you have for station-only industries?

I can generate you half-infinity +1 suggestions, but most of them are... well... forget. Non radical ones:
 
1. Zero gravity chemical lab - produce organic, consuming food. Productivity is BAD (produce <colony size - 4> organics and consume <colony size - 1> food, can be improved by AI cores), but might be useful if player does not have planet with "organic" yet.

2. Custom ship assembling dock - produce income in credits based on a "ship quality". Consume large amount of ship hulls ( 8 ) and heavy armaments (6) . Do not make any income if demands not met. Grants -30% penalty to current colony fleetsize. Can not be built together with heavy machinery or orbital works. AI cores slight decrease fleetsize penalty (-25, -20, -15).

3. Space casino - unique astropolis industry. Produce raw income based on an "accessibility" value. Consume large amount of luxury goods (9), domestic goods ( 8 ), recreational drugs (7) and lobsters (2). Decreased income if not met. Slight bonus to population growth, -4 stability penalty, *0.5 ground defense decrease, adds -25% hazard rating condition. AI cores decrease demands, upkeep and increase profits.

4. Improved asteroid control center - unique mining station industry. Do not do anything without AI core. Gamma core slightly increase accessibility, Betta in addition increase productivity of any terraforming in system, Alpha adds +1 to ore and rare ore production in mining. Consume DEA (7) and heavy machinery (6). Does not give anything if not met. Pathers will hug you till the death. Really hight maintenance.

5. Expanded stratospheric infrastructure - unique siphon industry. Grants accessibility bonus to gas giant it orbiting (not siphon). Alpha AI core will add +1 to volatiles production in mining. Consume a lot of metal (10), transplutonics ( 8 ) and supplies (9). Costly in maintenance, but can be improved by AI cores.

6. Human waste disposal - consume crew, based on a market size and yeld -1 in harvested organs. Decrease accessibility, population grows and adds -25% hazard level condition. AI cores decrease penalties, but not remove. Industry slot.

7. Improved supply center consume DAE (5) and lobsters (3). Minor increase of fleetsize and ground defense to all player markets in system. Can not have more than one in a system. Does not provide bonuses if demands not met. AI cores decrease demand, upkeep, alpha adds +1 to stability to that markets. Industry slot.

8. Damn station shield - see the planetary shield.

9. Smart minefield - generate a large minefield cloud around station, that gives -3 speed penalty to any fleet hostile to owner. Friendly fleets are not affected. Consume 10 volatiles, 6 DEA and 8 heavy armaments. -25% accessibility penalty. AI cores increase size. Despite does not produce anything it is an industry.

There are more, but heresy.

1. Zero gravity chemical lab - We already have the "orbital works" industry which implies planet-bound colonies can develop microgravity industrial facilities in orbit. I'm not sure how this adds anything interesting or unique to the gameplay considering how common organics are.

2. Custom ship assembling dock - This seems like it would be covered under the heavy industry/orbital works exporting ship hulls for profit.

3. Space casino - I really like this suggestion. I'm not sure why it would be exclusive to space stations - can't you have a casino on the surface of a planet? That being said, perhaps creating a "sin industry" that encompasses gambling, prostitution, drug dens, VR simulations, pit fights, etc. would be interesting. My main concern is that while I think this would be a good addition to the game, I'm not sure how it ties in with the main themes of this mod - terraforming, stations, and Domain-tech. If I made it demand Domain-era artifacts to run VR simulations where users can experience their most taboo fantasies, would that make sense?

4. Improved asteroid control center - I think this could be a decent replacement for the Drone Control Nexus to allow stations to help with terraforming in the system. Perhaps I'll re-skin the Ismara's Sling so it can be built on stations, with an addition of an accessibility boost comparable to the skyhook as stations can't build the skyhook.

5. Expanded stratospheric infrastructure - This would probably confuse players. It would be hard to convey that it improves the gas giant itself rather than the station - plus, the whole point of siphon stations is to avoid colonizing the gas giant in the first place!

6. Human waste disposal - I like the idea of an organ production industry. Definitely not station-only, but could make use of Domain-era artifacts for cloning of organs.

7. Improved supply center - This mod already adds significant ways to stack up defense fleets by building astropoli or other stations in close proximity to each other. I'm not sure I want to add something that will exacerbate that. More and/or larger fleets will likely contribute to the performance issues when the player has 4-5 large markets next to each other with tons of patrolling fleets.

8. Damn station shield - I think the planetary shield sees a lot of criticism (for both aesthetic and gameplay reasons) and I'm reluctant to add another version of it.

9. Smart minefield - I like this idea but I don't want to implement it because it could introduce bugs and incompatibilities with other mods. It may also cause a performance impact.

An idea I had was an industry that exports exotic wildlife from jungle planets for credits. If free port is enabled, there could be additional revenue from allowing people to hunt rare/endangered animals. This would be a reason for the player to use terraforming to create a jungle world, especially if that planet lacks good resources for other industries.

Right now, I'm contemplating implementing:
-Hydroponics
-"Sin industry"
-New version of Drone Control Nexus per #4
-Organ production industry
-Wildlife export industry

Thoughts?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: Mar Sara on April 17, 2020, 10:59:50 PM

An idea I had was an industry that exports exotic wildlife from jungle planets for credits. If free port is enabled, there could be additional revenue from allowing people to hunt rare/endangered animals. This would be a reason for the player to use terraforming to create a jungle world, especially if that planet lacks good resources for other industries.

Right now, I'm contemplating implementing:
-Hydroponics
-"Sin industry"
-New version of Drone Control Nexus per #4
-Organ production industry
-Wildlife export industry

Thoughts?
I for one would love to see planet type exclusive industries like big game hunting on jungle worlds, perhaps something for Inimical Biosphere? water worlds? and leisure facilities in general with different perks and drawbacks. I could see leisure for the elites consuming greater resources or having special requirements while yielding political and economic benefits, and entertainment for the common folk influencing stability or pop growth. Expanding the depth of player pirates with an illicit "Sin industry" in the system would also be... interesting.

(small fix for clarity)
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: Unnamed_Shadow on April 18, 2020, 12:48:09 AM
Perhaps this may not be related to the mod. But with the Kletka Simulators Industry maybe it could be possible to add the option to make AI Cores Officers?

That way you could put use to some of the stockpile of AI Cores in your fleet. Getting reliable commanders. And maybe even your colony fleets will use AI Cores Officers?

Again might not be related to the mod. But would be interesting to see if it could be added and would make the Kletka Simulators even more valuable as they would provide High Skill Officers for your Fleets and Colony Fleets.

Also regarding the Domain Era Artifacts from the Domain Archeology Industry. Can you also get Domain Era Artifacts from vanilla Tech Mining?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: Mondaymonkey on April 18, 2020, 03:01:33 AM
Thoughts?

Sounds reasonable.

Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: Uhlang on April 18, 2020, 06:13:29 AM
An idea I had was an industry that exports exotic wildlife from jungle planets for credits. If free port is enabled, there could be additional revenue from allowing people to hunt rare/endangered animals. This would be a reason for the player to use terraforming to create a jungle world, especially if that planet lacks good resources for other industries.
I was going to mention that even after the resource update, terraformed jungle planets still seemed kinda worthless(especially compared to tundras, which are supposedly in the same tier).
I considered suggesting switching their "Abundant Organics" with the "Plentiful Organics" of terraformed terran planets. Organics is essentially petroleum, which is basically dead organic matter subjected to immense heat and pressure, so it makes sense to me that a hot planet covered in sprawling forests would have more of it than a diverse, temperate world.
If that doesn't agree with you, then yeah, an exotic wildlife industry is a good way to incentivize creating jungle worlds.
Quote
-Organ production industry
This might clash with CK Industries' Biomass Processing, but that's not a popular mod.
The idea of organ cloning, however, has already been implemented by Shadowyards. Though, that adds "Cloned Organs" as a new commodity which, unlike the vanilla Harvested Organs we know and love, is useless outside of procurement contracts.
I'm not against the idea. Just thought I'd mention that in case you aren't aware.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: boggled on April 18, 2020, 06:33:09 AM
Perhaps this may not be related to the mod. But with the Kletka Simulators Industry maybe it could be possible to add the option to make AI Cores Officers?

That way you could put use to some of the stockpile of AI Cores in your fleet. Getting reliable commanders. And maybe even your colony fleets will use AI Cores Officers?

Again might not be related to the mod. But would be interesting to see if it could be added and would make the Kletka Simulators even more valuable as they would provide High Skill Officers for your Fleets and Colony Fleets.

Also regarding the Domain Era Artifacts from the Domain Archeology Industry. Can you also get Domain Era Artifacts from vanilla Tech Mining?

AI core officers is a planned feature in vanilla Starsector so I'm not going to be adding it to this mod.

I can't replace or modify vanilla industries like Tech Mining without causing compatibility issues with other mods. Sorry!

An idea I had was an industry that exports exotic wildlife from jungle planets for credits. If free port is enabled, there could be additional revenue from allowing people to hunt rare/endangered animals. This would be a reason for the player to use terraforming to create a jungle world, especially if that planet lacks good resources for other industries.
I was going to mention that even after the resource update, terraformed jungle planets still seemed kinda worthless(especially compared to tundras, which are supposedly in the same tier).
I considered suggesting switching their "Abundant Organics" with the "Plentiful Organics" of terraformed terran planets. Organics is essentially petroleum, which is basically dead organic matter subjected to immense heat and pressure, so it makes sense to me that a hot planet covered in sprawling forests would have more of it than a diverse, temperate world.
If that doesn't agree with you, then yeah, an exotic wildlife industry is a good way to incentivize creating jungle worlds.
Quote
-Organ production industry
This might clash with CK Industries' Biomass Processing, but that's not a popular mod.
The idea of organ cloning, however, has already been implemented by Shadowyards. Though, that adds "Cloned Organs" as a new commodity which, unlike the vanilla Harvested Organs we know and love, is useless outside of procurement contracts.
I'm not against the idea. Just thought I'd mention that in case you aren't aware.

Thanks for bringing those other mods with organ production industries to my attention. I think my implementation would be a little different, so I won't just be duplicating the work of other modders.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: Mondaymonkey on April 18, 2020, 07:13:17 AM
There are bunch of really good suggestions, like "atiomic moonshine distillery", but each and any is required additional commodities to be added, which, I suppose, is not easy.

But adding an additional commodity is a half of a problem. Production is useless without consumption, and if it possible to add that to player modded buildings, I guess it is not possible to add that consumption to vanilla factions markets. And if so, there would be no market player able to use for export and gaining profits (or interact in other way).

Each time I think how to bypass that limitation, I clearly see it is not possible. My best try - proposition to add an additional structures to a random generated markets, like pirate bases, that will consume the resource. And that is a main reason why I mentioned moonshine - pirates most likely would be best consumers of that.

Dancing around existing commodities are difficult. Now I can understand why DEA was created.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: boggled on April 18, 2020, 07:45:50 AM
There are bunch of really good suggestions, like "atiomic moonshine distillery", but each and any is required additional commodities to be added, which, I suppose, is not easy.

But adding an additional commodity is a half of a problem. Production is useless without consumption, and if it possible to add that to player modded buildings, I guess it is not possible to add that consumption to vanilla factions markets. And if so, there would be no market player able to use for export and gaining profits (or interact in other way).

Each time I think how to bypass that limitation, I clearly see it is not possible. My best try - proposition to add an additional structures to a random generated markets, like pirate bases, that will consume the resource. And that is a main reason why I mentioned moonshine - pirates most likely would be best consumers of that.

Dancing around existing commodities are difficult. Now I can understand why DEA was created.

I really don't want to mess around with sector generation by adding industries that consume custom commodities to existing markets. This would likely cause endless bugs and compatibility issues that I don't want to get involved with.

Unfortunately I don't have the artistic talent to create custom ships and make my own Eridani-Utopia Terraforming Corporation custom faction mod. If someone were to make one, it might be cool to integrate it with this mod and have it start with markets that have terraforming structures and Domain-era artifact industries.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: Mondaymonkey on April 18, 2020, 08:04:22 AM
Quote
Eridani-Utopia Terraforming Corporation custom faction mod

Sounds nice. I would offer my help, but I am thief, not a creator. Kitbashing is my ceiling.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: ozemandea on April 18, 2020, 06:55:53 PM
Just a suggestion, but perhaps you could add a "realistic" and lore friendly terraforming option in the settings that you can enable to make specific types of teraforming impossible and others unable to be done unless you build terraforming buildings related to them.

For instance, if there was a world with the hot or cold modifier you would not be able to remove the condition by terraforming the planet unless you had stellar reflectors in orbit, and if the reflectors where removed the condition would return in short order as the surface would again be unprotected. Or if you wanted to make a world have a mild climate you would have to construct an atmospheric processor first, and likewise the atmosphere must be constantly processed to keep the mild conditions in effect. (maybe have it so the maintenance cost is drastically lowered if you have access to domain tech, to allow players to terraform worlds into low hazard conditions without nullifying the benefits by the massive 50k maintance costs, or perhaps have it so that the terraforming buildings have lowered maintainance costs as time goes on because the planets conditions become easier to modify as they settle down)

Also make it so that you cannot change a planets type by terraforming but still allow better conditions for farming/organics/volatiles via the terraforming option, like you just terraformed the planet into the same type normally. Perhaps make it require the use of an Eisen division because you need to engineer new strains of flora, fauna, and microbes to take hold on the planet and you would need labs to create such things, unlike the reflectors and processor however, once the new strains are developed you can shut the lab down as any new developments can be handled by local lower tech labs (ie. space termites get in the space corn, colonists develop space raid, this does not need an Eisen division)

Like I said this should be an option, not what the mod should be, this just feels more in line with the lore as taking a jungle planet and suddenly turning it into a water world or vise versa in a couple years just feels so wrong to me. This feels better as your not preforming centuries of work in a couple years, your just taking existing conditions and using the degraded but still advanced tech of the sector to improve upon them, not playing god by throwing comets into water and creating continents. (you can explain why it only takes a year or two to improve the farming/organics/volatiles condition by saying that the only areas effected are those within direct use of the colony, the world will be taken over by the new strains from the Eisen division in time but that is decades away.)

Or you can do what I do and just refuse to change planet types and require the specific industries before I allow terraforming to occur, then keep them around after it is done. That is easier to do and requires no programming lol.

I will admit however that it does make exploration much more necessary and keeps good planets rare, it just makes it so that your good planets can be made better and the edge is taken off the bad ones.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: Unnamed_Shadow on April 19, 2020, 12:48:26 AM
Considering this mod adds Terraforming and Station Construction.

I have been thinking about a new business that could come out of Terraforming planets. Colony Selling.

You could make a profit by colonizing a barren rock, terraforming it and then sell it to any of the other Factions.

Making Terraforming and Station Construction a Business on its own.

Would be a very interesting source of income with heavy investment but very big payoffs as well. Also you will be able to manipulate the Market by favoring Factions, etc.

I think it could be an interesting addition.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: Mondaymonkey on April 19, 2020, 01:15:19 AM
Spoiler
Considering this mod adds Terraforming and Station Construction.

I have been thinking about a new business that could come out of Terraforming planets. Colony Selling.

You could make a profit by colonizing a barren rock, terraforming it and then sell it to any of the other Factions.

Making Terraforming and Station Construction a Business on its own.

Would be a very interesting source of income with heavy investment but very big payoffs as well. Also you will be able to manipulate the Market by favoring Factions, etc.

I think it could be an interesting addition.
[close]

First reaction: Heresy. That is rather Nex suggestion. Who will spent dozen of years terraforming planet to something decent and increasing it's size to just sell it afterwards???

Second reaction: Damn! That is a way to create/increase global market value to extra gain from export!!! And once you sell the planet (or rather whole system), you do need no worry about pirates and expeditions. Some faction loose too many markets via deciv? Here you go, restored military strength! All you need is not forgot to unequipp all AI cores/NF/ST from buildings and destroy some buildings, that increase accessibility not to create to strong market opponent. Or not. Sell the AI-spam colony to haegemony just for fun!

Not sure, if Boggled interested in implementing it here, tho'.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: Hussar on April 19, 2020, 04:36:15 AM
Hey Boggled, since certain other mod dropped the ball on customized station building - I'd was rather happy to discover yours some time ago (before you've merged it with terraforming even). It's been a while since i've played and even despite the pandemic I haven't much time yet to get around and dicover everything that your mod has to offer.

I have a question however about the astropolis stations. Is there a way to control their appearance? I'm asking exactly is there a way to build them in a desired style (so low/mid/high techs)? Because I've heard it's quite random, yet I'm only building my first one at the moment. Apologies if that question had been asked before.

Either way, though I've only come to experience some of the new features from your mod so far, I do enjoy them quite a lot. Finding arid lifless worlds now just makes me rub my hands with glee on a prospect of terraforming them.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: Mondaymonkey on April 19, 2020, 05:11:07 AM
I've heard it's quite random

I've heard it isn't.  ;D

There are 3 types of astropolises in 3 different sizes, as they growth. First you build around each planet is Alpha, then Beta and Gamma. You can adjust which sprites they use in custom_entities.json. It isn't hard to understand which should be changed, so no explanation would be.

Also, you can use as a sprite whatever you want by adding files, just don't forget it need a lights overlay (that can be blank-transparent).

Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: boggled on April 19, 2020, 06:08:37 AM
Just a suggestion, but perhaps you could add a "realistic" and lore friendly terraforming option in the settings that you can enable to make specific types of teraforming impossible and others unable to be done unless you build terraforming buildings related to them.

For instance, if there was a world with the hot or cold modifier you would not be able to remove the condition by terraforming the planet unless you had stellar reflectors in orbit, and if the reflectors where removed the condition would return in short order as the surface would again be unprotected. Or if you wanted to make a world have a mild climate you would have to construct an atmospheric processor first, and likewise the atmosphere must be constantly processed to keep the mild conditions in effect. (maybe have it so the maintenance cost is drastically lowered if you have access to domain tech, to allow players to terraform worlds into low hazard conditions without nullifying the benefits by the massive 50k maintance costs, or perhaps have it so that the terraforming buildings have lowered maintainance costs as time goes on because the planets conditions become easier to modify as they settle down)

Also make it so that you cannot change a planets type by terraforming but still allow better conditions for farming/organics/volatiles via the terraforming option, like you just terraformed the planet into the same type normally. Perhaps make it require the use of an Eisen division because you need to engineer new strains of flora, fauna, and microbes to take hold on the planet and you would need labs to create such things, unlike the reflectors and processor however, once the new strains are developed you can shut the lab down as any new developments can be handled by local lower tech labs (ie. space termites get in the space corn, colonists develop space raid, this does not need an Eisen division)

Like I said this should be an option, not what the mod should be, this just feels more in line with the lore as taking a jungle planet and suddenly turning it into a water world or vise versa in a couple years just feels so wrong to me. This feels better as your not preforming centuries of work in a couple years, your just taking existing conditions and using the degraded but still advanced tech of the sector to improve upon them, not playing god by throwing comets into water and creating continents. (you can explain why it only takes a year or two to improve the farming/organics/volatiles condition by saying that the only areas effected are those within direct use of the colony, the world will be taken over by the new strains from the Eisen division in time but that is decades away.)

Or you can do what I do and just refuse to change planet types and require the specific industries before I allow terraforming to occur, then keep them around after it is done. That is easier to do and requires no programming lol.

I will admit however that it does make exploration much more necessary and keeps good planets rare, it just makes it so that your good planets can be made better and the edge is taken off the bad ones.

This mod was originally more along these lines, but there are several reasons why realistic terraforming was/is problematic:

1. It was too complex for many players to understand.
2. It was very time consuming to code.
3. Players had different ideas about how realistic terraforming should work, and even realistic terraforming was seen as unrealistic or unscientific by many players.
4. It was bad for gameplay because it took too long.
5. Players didn't like having the resources on their planets reduced as a result of realistic terraforming.

At this time I have no plans to implement an option to have more realistic terraforming because of the reasons above. Sorry!

Spoiler
Considering this mod adds Terraforming and Station Construction.

I have been thinking about a new business that could come out of Terraforming planets. Colony Selling.

You could make a profit by colonizing a barren rock, terraforming it and then sell it to any of the other Factions.

Making Terraforming and Station Construction a Business on its own.

Would be a very interesting source of income with heavy investment but very big payoffs as well. Also you will be able to manipulate the Market by favoring Factions, etc.

I think it could be an interesting addition.
[close]

First reaction: Heresy. That is rather Nex suggestion. Who will spent dozen of years terraforming planet to something decent and increasing it's size to just sell it afterwards???

Second reaction: Damn! That is a way to create/increase global market value to extra gain from export!!! And once you sell the planet (or rather whole system), you do need no worry about pirates and expeditions. Some faction loose too many markets via deciv? Here you go, restored military strength! All you need is not forgot to unequipp all AI cores/NF/ST from buildings and destroy some buildings, that increase accessibility not to create to strong market opponent. Or not. Sell the AI-spam colony to haegemony just for fun!

Not sure, if Boggled interested in implementing it here, tho'.


You can actually transfer colonies to other factions using Nex. You gain reputation with them but they don't pay you credits. I think selling terraformed colonies for lots of credits would be very interesting, but as Mondaymonkey indicated, this feature belongs in Nex, not here.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: Hussar on April 19, 2020, 06:37:07 AM
I've heard it's quite random
I've heard it isn't.  ;D

Then please inform the official helpers on the USC server about that.  8)

Either way thanks for the answer. So, if the stations are constant and we'll always progress from low through mid to high tech - simple change of low and midline sprites to hightech (so all 3 possible astropolises use same route) should do the trick? Asking since I usually take on a theme for my playthrough so I'd like to get a desired effect.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: Mondaymonkey on April 19, 2020, 06:42:41 AM
Quote
should do the trick?

Haven't tried, but yes, it should.

Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: Hussar on April 19, 2020, 06:50:40 AM
Quote
should do the trick?
Haven't tried, but yes, it should.

Wonderful. I've tried to edit the entites before but I was also changing the overlays as well. Which bugged it. Just switched the base sprites and it seems fine now. Shall see later today then how it will turn out.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: Mondaymonkey on April 19, 2020, 06:58:20 AM
Quote
Wonderful. I've tried to edit the entites before but I was also changing the overlays as well. Which bugged it. Just switched the base sprites and it seems fine now. Shall see later today then how it will turn out.

Do you mean lights overlay? If yes, there would be a problem, as they are different for each sprite and not changing them would cause graphical issues.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: Hussar on April 19, 2020, 07:38:19 AM
Quote
Wonderful. I've tried to edit the entites before but I was also changing the overlays as well. Which bugged it. Just switched the base sprites and it seems fine now. Shall see later today then how it will turn out.

Do you mean lights overlay? If yes, there would be a problem, as they are different for each sprite and not changing them would cause graphical issues.

Interestingly I had script bug out before on that AFTER I've changed the overlays. Guess will have to investigate it again or just replace the alpha and beta ones with gamma's in the /graphics/stations folder.

Edit: Huh, it worked this time. Guess I had a typo few days ago.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: Mondaymonkey on April 19, 2020, 08:06:08 AM
(https://i.imgur.com/FtHKmhb.png?1)

If it wont work. This one will. Tested on all the stages.

[attachment deleted by admin]
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: Hussar on April 19, 2020, 08:18:50 AM
The file is exactly the same with the one I've edited. :)
So it bodes well!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.0)
Post by: NephilimNexus on April 19, 2020, 11:51:39 AM
Are hydroponics available for fuel siphons and asteroid mining bases, or are they just for astropoli?

Just curious.  Not an issue if they aren't.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.0)
Post by: boggled on April 19, 2020, 11:54:17 AM
Are hydroponics available for fuel siphons and asteroid mining bases, or are they just for astropoli?

Just curious.  Not an issue if they aren't.

They're for any station market, including vanilla ones if they're captured using Nex.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.0)
Post by: Alluvian on April 19, 2020, 12:50:16 PM
Encountered a possible bug. After changing "boggledAstralGateQuestEnabled" to false in settings.json, in a new game I still received the Penelope Secret quest.

However, even prior to receiving the hyperspace notification, I already had the abilities unlocked as intended.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.0)
Post by: Speeda325 on April 19, 2020, 02:21:40 PM
Yo was playing everything good. updated the mod to latest now it crashes. i think its to do with icons and graphics
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.0)
Post by: boggled on April 19, 2020, 03:02:47 PM
Yo was playing everything good. updated the mod to latest now it crashes. i think its to do with icons and graphics

Please post the stack trace so I can understand what's causing the crash. Thank you.

Encountered a possible bug. After changing "boggledAstralGateQuestEnabled" to false in settings.json, in a new game I still received the Penelope Secret quest.

However, even prior to receiving the hyperspace notification, I already had the abilities unlocked as intended.

I will look into this and issue a patch. Thanks for letting me know!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.0)
Post by: Speeda325 on April 19, 2020, 03:09:39 PM
it does beyond the screen so i just cropped the main bit start idk what over way i could do it

https://www.dropbox.com/s/5ujtawuyr8yjfff/Screenshot%20from%202020-04-19%2023-05-59.png?dl=0
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.1)
Post by: boggled on April 19, 2020, 04:17:59 PM
it does beyond the screen so i just cropped the main bit start idk what over way i could do it

https://www.dropbox.com/s/5ujtawuyr8yjfff/Screenshot%20from%202020-04-19%2023-05-59.png?dl=0

I think I might have identified what caused this problem but I can't replicate the error on my system. Please let me know if the 5.1.1 patch fixes this. Make sure to delete the entire folder for this mod before you update, and don't make changes to any of the mod files before launching the game for the first time after updating.

Encountered a possible bug. After changing "boggledAstralGateQuestEnabled" to false in settings.json, in a new game I still received the Penelope Secret quest.

However, even prior to receiving the hyperspace notification, I already had the abilities unlocked as intended.

I was able to replicate this problem and it is now fixed in the latest update. Thanks for letting me know about this!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.1)
Post by: Mondaymonkey on April 19, 2020, 10:25:55 PM
I've probably should start a new thread for this question, but ask here maybe it's easier than I think.

You are doing updates frequently, and that is awesome. But each and every time I load a new version I have to manually change:

"boggledStationCrampedQuartersEnabled":true,
"boggledStationCrampedQuartersPlayerCanPayToIncreaseStationSize":true,

And now I possibly will add to this list:

"boggledHydroponicsEnabled":true,
"boggledCloningEnabled":true,
"boggledWildlifeExploitationEnabled":true,

And it is not possible just to copy corrected settings.json, as you expand it with almost each update (and that is also awesome. cos' customizing is highest goodness). The idea was to make external file with:

Code
{
"boggledHydroponicsEnabled":true,
"boggledCloningEnabled":true,
"boggledWildlifeExploitationEnabled":true,
"boggledStationCrampedQuartersEnabled":true,
"boggledStationCrampedQuartersPlayerCanPayToIncreaseStationSize":true,
}

But it is never works. Thoughts?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.1)
Post by: Pro1ooLLo on April 20, 2020, 05:49:24 AM
Asteroid Processing doesn't work. As I try to open terraforming panel for other colony in a system the game crashes with null.exception. It works fine with Atmosphere Processor on a colony though.
Quote
1017191 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.campaign.econ.boggledTools.getPlanetType(boggledTools.java:697)
   at data.scripts.TerraformingControlPanelDialog.printCurrentTerraformingStatus(TerraformingControlPanelDialog.java:100)
   at data.scripts.TerraformingControlPanelDialog.optionSelected(TerraformingControlPanelDialog.java:309)
   at data.scripts.TerraformingControlPanelDialog.init(TerraformingControlPanelDialog.java:39)
   at com.fs.starfarer.ui.newui.Objectsuper.??0000(Unknown Source)
   at com.fs.starfarer.ui.newui.Objectsuper.<init>(Unknown Source)
   at com.fs.starfarer.ui.newui.Objectsuper.<init>(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.showInteractionDialog(Unknown Source)
   at data.campaign.econ.abilities.Terraforming_Control_Panel.activateImpl(Terraforming_Control_Panel.java:36)
   at com.fs.starfarer.api.impl.campaign.abilities.BaseDurationAbility.activate(BaseDurationAbility.java:220)
   at com.fs.starfarer.api.impl.campaign.abilities.BaseDurationAbility.pressButton(BaseDurationAbility.java:187)
   at com.fs.starfarer.ui.newui.E.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.2)
Post by: boggled on April 20, 2020, 08:30:36 AM
I've probably should start a new thread for this question, but ask here maybe it's easier than I think.

You are doing updates frequently, and that is awesome. But each and every time I load a new version I have to manually change:

"boggledStationCrampedQuartersEnabled":true,
"boggledStationCrampedQuartersPlayerCanPayToIncreaseStationSize":true,

And now I possibly will add to this list:

"boggledHydroponicsEnabled":true,
"boggledCloningEnabled":true,
"boggledWildlifeExploitationEnabled":true,

And it is not possible just to copy corrected settings.json, as you expand it with almost each update (and that is also awesome. cos' customizing is highest goodness). The idea was to make external file with:

Code
{
"boggledHydroponicsEnabled":true,
"boggledCloningEnabled":true,
"boggledWildlifeExploitationEnabled":true,
"boggledStationCrampedQuartersEnabled":true,
"boggledStationCrampedQuartersPlayerCanPayToIncreaseStationSize":true,
}

But it is never works. Thoughts?

Right now this mod is feature complete barring any further meritorious suggestions for new content. There probably won't be any further changes to the settings file for a long time, so you can just keep your old settings file and overwrite the default one each time you update.

Asteroid Processing doesn't work. As I try to open terraforming panel for other colony in a system the game crashes with null.exception. It works fine with Atmosphere Processor on a colony though.
Quote
1017191 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.campaign.econ.boggledTools.getPlanetType(boggledTools.java:697)
   at data.scripts.TerraformingControlPanelDialog.printCurrentTerraformingStatus(TerraformingControlPanelDialog.java:100)
   at data.scripts.TerraformingControlPanelDialog.optionSelected(TerraformingControlPanelDialog.java:309)
   at data.scripts.TerraformingControlPanelDialog.init(TerraformingControlPanelDialog.java:39)
   at com.fs.starfarer.ui.newui.Objectsuper.??0000(Unknown Source)
   at com.fs.starfarer.ui.newui.Objectsuper.<init>(Unknown Source)
   at com.fs.starfarer.ui.newui.Objectsuper.<init>(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.showInteractionDialog(Unknown Source)
   at data.campaign.econ.abilities.Terraforming_Control_Panel.activateImpl(Terraforming_Control_Panel.java:36)
   at com.fs.starfarer.api.impl.campaign.abilities.BaseDurationAbility.activate(BaseDurationAbility.java:220)
   at com.fs.starfarer.api.impl.campaign.abilities.BaseDurationAbility.pressButton(BaseDurationAbility.java:187)
   at com.fs.starfarer.ui.newui.E.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Fixed in the 5.1.2 patch. Thanks for letting me know and sorry about this bug!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.2)
Post by: Uhlang on April 20, 2020, 05:41:11 PM
I think planets with the Darkness condition should at least be terraformable into frozen.
I found a cryosleeper in a nebula, and though I obviously don't expect to build a paradise system around it, it'd be nice to at least be able to clean up the radiation on the barren rocks there and give them an atmosphere.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.2)
Post by: boggled on April 20, 2020, 06:32:06 PM
I think planets with the Darkness condition should at least be terraformable into frozen.
I found a cryosleeper in a nebula, and though I obviously don't expect to build a paradise system around it, it'd be nice to at least be able to clean up the radiation on the barren rocks there and give them an atmosphere.

I think the frozen transformation should be available for dark planets. I'll also make the condition improvements available except for mild climate.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.2)
Post by: Unnamed_Shadow on April 21, 2020, 03:44:02 AM
I've been wondering why Terran Planets don't generate a good number of Volatiles?

If im not mistaken they generate -1 Volatiles. Shouldn't they at least have the average production of Volatiles?

Or is this how all Terran planets work in-game?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.2)
Post by: Uhlang on April 21, 2020, 04:05:59 AM
From my experience, most terran planets spawn with no volatiles at all, and Trace Volatiles(-1) is actually pretty rare on them, so the fact that you always get them when terraforming into terran is pretty significant.

EDIT: Game crashed when I tried to build a mining station. Not sure if it's relevant, but it was an asteroid field in a nebula.

Quote
2453393 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.campaign.econ.abilities.Construct_Mining_Station.activateImpl(Construct_Mining_Station.java:83)
   at com.fs.starfarer.api.impl.campaign.abilities.BaseDurationAbility.activate(BaseDurationAbility.java:220)
   at com.fs.starfarer.api.impl.campaign.abilities.BaseDurationAbility.pressButton(BaseDurationAbility.java:187)
   at com.fs.starfarer.ui.newui.E.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.2)
Post by: DX2002 on April 21, 2020, 06:51:31 AM
I've been wondering why Terran Planets don't generate a good number of Volatiles?

If im not mistaken they generate -1 Volatiles. Shouldn't they at least have the average production of Volatiles?

Or is this how all Terran planets work in-game?
Well,I dont't think that it's normal for an Earth-like planet to have too many volatiles.Just think about our planet.Volatiles in the Starsector mainly refers to gases such as ammonia,hydrogen and natural gas,can we get a LOT of these on our planet?So I believe that it's reasonable to reduce the ammount of volatiles on Terran worlds,or just have no volatiles.The Terran planets in this mod are already rich in farmland and organics,adding too many resources will certainly make it too "attractive" that makes the Tundra worlds and Frozen worlds seam useless.I believe that each planet type should have its own    features that can make it unique and worth-forming,like Water worlds can help terraforming,Jungle worlds can make an extra profit.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.3)
Post by: boggled on April 21, 2020, 07:40:59 AM
EDIT: Game crashed when I tried to build a mining station. Not sure if it's relevant, but it was an asteroid field in a nebula.

I was able to replicate this crash on my system and it is now fixed. Thanks for letting me know about this!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.3)
Post by: GamerRoman on April 21, 2020, 01:05:44 PM
I disabled Domain-era artifacts but they still show up in Procurement missions, newest version for both mod and game on a new save.

[attachment deleted by admin]
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.2)
Post by: Serenitis on April 21, 2020, 01:27:37 PM
I've been wondering why Terran Planets don't generate a good number of Volatiles?

The vanilla procgen "rolls" the following approximate percentages for generated Terran (cat4) planets:
No volatiles - 90%
-1 volatiles - 9%
+/-0 volatiles - 1%

So the answer is, because they don't anywhere else in the game.
This is at least in part to make all planet types somewhat useful, and the conceit the game uses to "justify" this is that volatiles only really form in economicaly useful quantity on cold icy planets.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.2)
Post by: Unnamed_Shadow on April 21, 2020, 02:14:28 PM
I've been wondering why Terran Planets don't generate a good number of Volatiles?

The vanilla procgen "rolls" the following approximate percentages for generated Terran (cat4) planets:
No volatiles - 90%
-1 volatiles - 9%
+/-0 volatiles - 1%

So the answer is, because they don't anywhere else in the game.
This is at least in part to make all planet types somewhat useful, and the conceit the game uses to "justify" this is that volatiles only really form in economicaly useful quantity on cold icy planets.

What if a Terraform an Icy World with abundant volatiles into a Terran World? Will i lose those Volatiles.

I know Ores don't change. Would be nice this applies to existing quantities of volatiles when you terraform
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.3)
Post by: NephilimNexus on April 21, 2020, 02:35:15 PM
I'm still getting the bug where domain artifacts are being delivered to the marketplace instead of storage.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.2)
Post by: DX2002 on April 21, 2020, 06:48:50 PM
I've been wondering why Terran Planets don't generate a good number of Volatiles?

The vanilla procgen "rolls" the following approximate percentages for generated Terran (cat4) planets:
No volatiles - 90%
-1 volatiles - 9%
+/-0 volatiles - 1%

So the answer is, because they don't anywhere else in the game.
This is at least in part to make all planet types somewhat useful, and the conceit the game uses to "justify" this is that volatiles only really form in economicaly useful quantity on cold icy planets.

What if a Terraform an Icy World with abundant volatiles into a Terran World? Will i lose those Volatiles.

I know Ores don't change. Would be nice this applies to existing quantities of volatiles when you terraform
I'm afraid yes,the resources of the planet will be set to +2 farmland,+2 organics and -1 volatiles on any terraformed Terran planets.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.3)
Post by: NephilimNexus on April 21, 2020, 08:02:02 PM
Question: Is there any way to remove Extreme Weather?  If not that's OK, I just want to make sure that I'm not missing something.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.3)
Post by: Mondaymonkey on April 22, 2020, 12:25:45 AM
Quote
Right now this mod is feature complete barring any further meritorious suggestions for new content. There probably won't be any further changes to the settings file for a long time, so you can just keep your old settings file and overwrite the default one each time you update.

Never mind. There was couple tries to figure out what is wrong. External settings file now works as intended.

Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.3)
Post by: Agalyon on April 22, 2020, 03:09:53 AM
This is a pretty weird question and I'm sorry if its been asked before/has a solution/I've misunderstood something, but is there anyway to have the planets appearance not change when its terraformed? Or can that be made into a config setting somehow?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.3)
Post by: Mondaymonkey on April 22, 2020, 03:13:57 AM
This is a pretty weird question and I'm sorry if its been asked before/has a solution/I've misunderstood something, but is there anyway to have the planets appearance not change when its terraformed? Or can that be made into a config setting somehow?

What is the purpose of terraforming then?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.3)
Post by: Agalyon on April 22, 2020, 03:48:26 AM
What is the purpose of terraforming then?

Habitability? I don't think the entire appearance of the planet need change to reflect some temperature changes for example, a solar shield won't make a desert less of a desert at least over night. I think keeping the appearance of a planet would be a nice config option, some of them have pretty unique looks.

[EDIT] Actually I wasn't clear enough here, I dont mean if you fully terraform it step by step just a few changes, but I suppose if you only put up a solar shield like in my example it wouldn't be enough to actually meet the requirement to change appearances so its kind of a moot point. Still think it would be a cool config option.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.3)
Post by: boggled on April 22, 2020, 05:12:03 AM
I disabled Domain-era artifacts but they still show up in Procurement missions, newest version for both mod and game on a new save.

That's a bug. I'll look into resolving it. Thanks for letting me know about this!

I'm still getting the bug where domain artifacts are being delivered to the marketplace instead of storage.

As I indicated earlier in this thread, that is the intended behavior and mimics the functionality of vanilla industries.

Question: Is there any way to remove Extreme Weather?  If not that's OK, I just want to make sure that I'm not missing something.

Desert planets have extreme weather after terraforming. If you turn the planet into some other type, it will be removed.

What is the purpose of terraforming then?

Habitability? I don't think the entire appearance of the planet need change to reflect some temperature changes for example, a solar shield won't make a desert less of a desert at least over night. I think keeping the appearance of a planet would be a nice config option, some of them have pretty unique looks.

[EDIT] Actually I wasn't clear enough here, I dont mean if you fully terraform it step by step just a few changes, but I suppose if you only put up a solar shield like in my example it wouldn't be enough to actually meet the requirement to change appearances so its kind of a moot point. Still think it would be a cool config option.

I understand that some planets have a unique appearance that you don't want to lose through terraforming, but I doubt many players would want to enable a feature that causes their water planets to look like deserts and vice versa. Unless I see more players requesting this, I don't think it's worth the development time. Sorry!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.3)
Post by: Agalyon on April 22, 2020, 05:15:50 AM
Its all good, Its definitely a tertiary feature.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Uhlang on April 22, 2020, 10:28:32 AM
So, Boggled, I understand that you're averse to locking certain terraforming projects behind reflectors, but what would you say to adding bonuses or penalties to terraforming difficulty depending on how close the temperature of the base planet is to that of the target planet?
Say, if a player wants to make a frozen world, a planet that's already frozen cold would obviously be their best bet, so why not reward their reasonable decision-making with easier terraformation or penalize them when they're being absurd? For example:
Quote
-2,500 terraforming points required on a planet that already has a frozen planet's "Extreme Cold" condition
-1,000 points for "Cold"
No bonus for no temperature conditions
+1,000 extra points required if the planet has "Hot"
+2,500 extra points for "Extreme Heat"
Or if they're making a jungle/desert(hot) world:
Quote
+1,000 for "Extreme Cold"
No bonus for "Cold"
-1,000 for temperate planets
-2,500 for planets that are already "Hot"
-1,000 for "Extreme Heat"
A tundra world's sweet spot would be "Cold", while terran/water worlds would be easier to create in the temperate regions.

You already have bad atmospheres(or lack of them) increasing the point requirements, and you have a bonus for same-type terraforming. Why not apply the same line of thinking to temperature, too?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Mondaymonkey on April 22, 2020, 10:33:16 AM
I always think it is weird to construct giant complicated structures like mining stations or astral gate just with resources. Shouldn't it be specialized building equipment used? You never can make a simple chair with boards and nails available but no hummer. Today I noticed potential hummer are already exist in a vanilla!

Spoiler
(https://i.imgur.com/7Hv8ztN.png)
[close]

That is a construction rig. It is not in game, but exist as an image in starsector-core\graphics\ships. There will not be a big problem to make it a real ship.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: boggled on April 22, 2020, 11:16:53 AM
So, Boggled, I understand that you're averse to locking certain terraforming projects behind reflectors, but what would you say to adding bonuses or penalties to terraforming difficulty depending on how close the temperature of the base planet is to that of the target planet?
Say, if a player wants to make a frozen world, a planet that's already frozen cold would obviously be their best bet, so why not reward their reasonable decision-making with easier terraformation or penalize them when they're being absurd? For example:
Quote
-2,500 terraforming points required on a planet that already has a frozen planet's "Extreme Cold" condition
-1,000 points for "Cold"
No bonus for no temperature conditions
+1,000 extra points required if the planet has "Hot"
+2,500 extra points for "Extreme Heat"
Or if they're making a jungle/desert(hot) world:
Quote
+1,000 for "Extreme Cold"
No bonus for "Cold"
-1,000 for temperate planets
-2,500 for planets that are already "Hot"
-1,000 for "Extreme Heat"
A tundra world's sweet spot would be "Cold", while terran/water worlds would be easier to create in the temperate regions.

You already have bad atmospheres(or lack of them) increasing the point requirements, and you have a bonus for same-type terraforming. Why not apply the same line of thinking to temperature, too?

My thought was that temperature is largely a function of atmospheric conditions, albedo, amount of light, etc. and the initial temperature (by itself) wouldn't make much of a difference in terms of terraforming difficulty. For example, if a planet is freezing cold, that's because of some combination of the atmosphere being too thin, it receiving too little light, it being too reflective, etc. If those problems are remedied, the temperature changes easily. As usual, if someone more expert on this wants to weigh in I would defer to them.

I always think it is weird to construct giant complicated structures like mining stations or astral gate just with resources. Shouldn't it be specialized building equipment used? You never can make a simple chair with boards and nails available but no hummer. Today I noticed potential hummer are already exist in a vanilla!

Spoiler
(https://i.imgur.com/7Hv8ztN.png)
[close]

That is a construction rig. It is not in game, but exist as an image in starsector-core\graphics\ships. There will not be a big problem to make it a real ship.

I wasn't aware that sprite existed. This is a very good suggestion and I will implement it!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Uhlang on April 22, 2020, 12:10:28 PM
the initial temperature (by itself) wouldn't make much of a difference in terms of terraforming difficulty.
I'm by no means an expert myself, but I'm fairly sure it would. Otherwise astronomers wouldn't be so infatuated with exoplanets located in their stars' habitable zones(like Kepler planets or TRAPPIST-1-e/f/g).
And logically thinking, you would have a harder time freezing the molten hellhole that is Venus than, say, Mars.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: ATunaCan on April 22, 2020, 12:13:04 PM
Heya! Just wanna say i'm loving the mod, been using it since the pre v5 rework! (though that boggled my old save)

Two quick question though,
-When removing the stellar mirrors from colony management, the array still exists in the sector without providing any further terraforming benefits (and the planet doesn't turn dark again). Is that intended? What happens if i build the array again?
-I can't seem to get the lobster quest for some reason, using nex and no random coreworlds. Neither orbiting Umbra for months nor going in and out of hyperspace could get the quest to pop up in the bar.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: boggled on April 22, 2020, 05:49:01 PM
the initial temperature (by itself) wouldn't make much of a difference in terms of terraforming difficulty.
I'm by no means an expert myself, but I'm fairly sure it would. Otherwise astronomers wouldn't be so infatuated with exoplanets located in their stars' habitable zones(like Kepler planets or TRAPPIST-1-e/f/g).
And logically thinking, you would have a harder time freezing the molten hellhole that is Venus than, say, Mars.

Venus would have both toxic and dense atmosphere while Mars might have thin atmosphere - Mars would be significantly cheaper points-wise to terraform into a frozen world than Venus using my mod.

That said, I suppose temperature effects on terraforming is fairly intuitive so I think it would be a reasonable addition. I'll implement it in the next content patch.

Heya! Just wanna say i'm loving the mod, been using it since the pre v5 rework! (though that boggled my old save)

Two quick question though,
-When removing the stellar mirrors from colony management, the array still exists in the sector without providing any further terraforming benefits (and the planet doesn't turn dark again). Is that intended? What happens if i build the array again?
-I can't seem to get the lobster quest for some reason, using nex and no random coreworlds. Neither orbiting Umbra for months nor going in and out of hyperspace could get the quest to pop up in the bar.

The stellar reflectors don't disappear but are purely visual once the structure is removed. If you rebuild the structure, they'll remain in orbit but more won't be added. This is done to explain the fact that "poor light" doesn't return if you scrap the structure.

Do you have the message on the seed lobsters ability that indicates your sector is modified and the quest can't be initiated?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: GorGor on April 22, 2020, 06:03:42 PM
Hello, Similar problem to a crash brought up earlier:
When I get to the 'conquering the sector' resolution for Odysseus' quest (hand over the astral and say yes to being a figure head) my game crashes when the AI adds their ship to my fleet
java.lang.RuntimeException: Slot id [WS 015] not found on hull [conquest]
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderWeapons(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderSingle(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.render(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetView.render(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.render(Unknown Source)
   at com.fs.starfarer.campaign.BaseCampaignEntity.render(Unknown Source)
   at com.fs.graphics.LayeredRenderer.render(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Declining to conquer the sector seems to work (haven't been able to try and build a gate, but the game doesn't crash on the dialogue resolving)
Otherwise loving the mod
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Mar Sara on April 23, 2020, 12:46:30 AM
Hey, I had the lobster quest appear in Umbra, but went to check my reputation in case there would be an impact, and it disappeared and won't come back :(
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: ATunaCan on April 23, 2020, 05:50:41 AM

Heya! Just wanna say i'm loving the mod, been using it since the pre v5 rework! (though that boggled my old save)

Two quick question though,
-When removing the stellar mirrors from colony management, the array still exists in the sector without providing any further terraforming benefits (and the planet doesn't turn dark again). Is that intended? What happens if i build the array again?
-I can't seem to get the lobster quest for some reason, using nex and no random coreworlds. Neither orbiting Umbra for months nor going in and out of hyperspace could get the quest to pop up in the bar.

The stellar reflectors don't disappear but are purely visual once the structure is removed. If you rebuild the structure, they'll remain in orbit but more won't be added. This is done to explain the fact that "poor light" doesn't return if you scrap the structure.

Do you have the message on the seed lobsters ability that indicates your sector is modified and the quest can't be initiated?

I'm afraid not. It only says "you lack the techonology necessary to create new variations of the Voluntarian lobsters that can surivive on other planets" in orange text.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: boggled on April 23, 2020, 08:17:21 AM
Hey, I had the lobster quest appear in Umbra, but went to check my reputation in case there would be an impact, and it disappeared and won't come back :(

If you initiate the bar event with the pirates but leave mid-way through, you will not get a chance to restart the quest. Sorry!

I suppose this is something I could change. If you leave mid-way through the conversation with one of the spacers related to the Red Planet quest, can you come back later to restart it?


Heya! Just wanna say i'm loving the mod, been using it since the pre v5 rework! (though that boggled my old save)

Two quick question though,
-When removing the stellar mirrors from colony management, the array still exists in the sector without providing any further terraforming benefits (and the planet doesn't turn dark again). Is that intended? What happens if i build the array again?
-I can't seem to get the lobster quest for some reason, using nex and no random coreworlds. Neither orbiting Umbra for months nor going in and out of hyperspace could get the quest to pop up in the bar.

The stellar reflectors don't disappear but are purely visual once the structure is removed. If you rebuild the structure, they'll remain in orbit but more won't be added. This is done to explain the fact that "poor light" doesn't return if you scrap the structure.

Do you have the message on the seed lobsters ability that indicates your sector is modified and the quest can't be initiated?

I'm afraid not. It only says "you lack the techonology necessary to create new variations of the Voluntarian lobsters that can surivive on other planets" in orange text.

Unlike Penelope's Secret, the lobster quest relies on Starsector's built-in mechanism for placing quests on a planet. It can be finicky about when the quest is populated - be sure to clear/resolve any other bar quests in Umbra as well as travel to other systems. When I was testing it myself I had to jump to hyperspace and back several times before it would show up. If you start a new game and immediately use console commands to travel to Umbra, does the quest populate?

Unfortunately it's almost impossible for me to identify why the quest wouldn't show up for a given player. There are too many variables to investigate, including other mods the player has installed, possible bugs in the vanilla bar quest population code, and Umbra potentially being conquered/decivilized while the quest was in the bar. Sorry!

Hello, Similar problem to a crash brought up earlier:
When I get to the 'conquering the sector' resolution for Odysseus' quest (hand over the astral and say yes to being a figure head) my game crashes when the AI adds their ship to my fleet
java.lang.RuntimeException: Slot id [WS 015] not found on hull [conquest]
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderWeapons(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderSingle(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.render(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetView.render(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.render(Unknown Source)
   at com.fs.starfarer.campaign.BaseCampaignEntity.render(Unknown Source)
   at com.fs.graphics.LayeredRenderer.render(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Declining to conquer the sector seems to work (haven't been able to try and build a gate, but the game doesn't crash on the dialogue resolving)
Otherwise loving the mod

This seems to be related to the Conquest from my quest, but I'm not sure why a certain weapon slot on the hull wouldn't exist and throw an exception. Are you using any mods that alter the Conquest hull in any way? If not, I'll take a deeper look into this and see what I can find.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: GorGor on April 23, 2020, 08:31:30 AM
This seems to be related to the Conquest from my quest, but I'm not sure why a certain weapon slot on the hull wouldn't exist and throw an exception. Are you using any mods that alter the Conquest hull in any way? If not, I'll take a deeper look into this and see what I can find.

Modlist (that mess with weapons and hulls):
"Archean Order"
"Commission Crews"
"Upgraded Rotary Weapons"

If the problem is a missing weapon slot then my bet would be on Archean Order, kind of sad tbh but not the worst problem I guess. Thanks for the help!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: ATunaCan on April 23, 2020, 11:18:32 AM


Heya! Just wanna say i'm loving the mod, been using it since the pre v5 rework! (though that boggled my old save)

Two quick question though,
-When removing the stellar mirrors from colony management, the array still exists in the sector without providing any further terraforming benefits (and the planet doesn't turn dark again). Is that intended? What happens if i build the array again?
-I can't seem to get the lobster quest for some reason, using nex and no random coreworlds. Neither orbiting Umbra for months nor going in and out of hyperspace could get the quest to pop up in the bar.

The stellar reflectors don't disappear but are purely visual once the structure is removed. If you rebuild the structure, they'll remain in orbit but more won't be added. This is done to explain the fact that "poor light" doesn't return if you scrap the structure.

Do you have the message on the seed lobsters ability that indicates your sector is modified and the quest can't be initiated?

I'm afraid not. It only says "you lack the techonology necessary to create new variations of the Voluntarian lobsters that can surivive on other planets" in orange text.

Unlike Penelope's Secret, the lobster quest relies on Starsector's built-in mechanism for placing quests on a planet. It can be finicky about when the quest is populated - be sure to clear/resolve any other bar quests in Umbra as well as travel to other systems. When I was testing it myself I had to jump to hyperspace and back several times before it would show up. If you start a new game and immediately use console commands to travel to Umbra, does the quest populate?

Unfortunately it's almost impossible for me to identify why the quest wouldn't show up for a given player. There are too many variables to investigate, including other mods the player has installed, possible bugs in the vanilla bar quest population code, and Umbra potentially being conquered/decivilized while the quest was in the bar. Sorry!

Thanks, it's completely understandable how different mods could affect the quest and planets in some way, and that i'm using over 50 mods anyway. Strangely enough, the quest does indeed pop up when i start a new save. I'm guessing it could have been that Umbra was conquered/reconquered at some time in game or sorts. No worries!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Sapling on April 23, 2020, 01:04:56 PM
Hello.
I do not seem to be getting accessibility boost when having the gate in my system. Can you tell me what I am doing wrong? I disabled the gatekeeper station. Does that affect that? Because it shouldn't as there are different multiplier for the gatekeeper as well as for the accessibility boost for the entire system.
Any tips?
Thanks
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: boggled on April 23, 2020, 02:29:34 PM
Hello.
I do not seem to be getting accessibility boost when having the gate in my system. Can you tell me what I am doing wrong? I disabled the gatekeeper station. Does that affect that? Because it shouldn't as there are different multiplier for the gatekeeper as well as for the accessibility boost for the entire system.
Any tips?
Thanks

You don't get an accessibility boost if the gatekeeper station is disabled and/or abandoned. If you're not paying upkeep for the astral gate industry, you don't get the bonus!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Sapling on April 23, 2020, 03:01:16 PM
Okay, thanks for the info.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: GhostReconZB on April 23, 2020, 11:59:35 PM
I think there is some issues with the download link. The github link always turns out be: raw.githubusercontent.com does not send any data (ERR_EMPTY_RESPONSE), at least for me.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Mondaymonkey on April 24, 2020, 12:09:50 AM
Link is fine. At least for me.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: ATunaCan on April 24, 2020, 01:46:22 AM
I think there is some issues with the download link. The github link always turns out be: raw.githubusercontent.com does not send any data (ERR_EMPTY_RESPONSE), at least for me.

Github is down quite a lot these days. Just give it a few hours and you'll be able to download the mod as normal!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: lethargie on April 24, 2020, 08:08:36 PM
I'm sorry, I am trying to play with your mod, but I cannot for the life of me find the terraform ability. Its not on my ability bar, where would it be?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: NephilimNexus on April 24, 2020, 08:17:57 PM
Noticed something odd... I had a colony on a gas giant (temporary, it was just to facilitate building more stations around it) and it was cursed with extreme weather and very hot.  Not that I minded, as I didn't plan on staying there forever (plan was to abandon once all three stations around the giant were finished), but I looked through the building list anyway.  One of the options for was for a stellar reflector - the device that increases heat and light levels.  But this planet already had the very hot penalty, so why would I want to make it even hotter?  Even more perplexing is that the solar shade option was grayed out whilst the other stayed open for building - perplexing obviously because the solar shade would have been far more useful, had I any intention of making a permanent colony there.

Then I noticed this pattern repeated across three other colonies that all had the hot and very hot penalties - solar reflectors were on the table but solar shades were grayed out on all of them.  None of these were volcanic worlds, by the way - all were barren types.

Is this a glitch?  A bug?  Intended?  Did I miss something, some kind of hidden prerequisite for stellar shades?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: ZeCaptain on April 24, 2020, 09:44:45 PM
With newest version solar shades and solar reflectors got rolled into stellar reflectors which on building fixes light problems and some heat/cold problems and now contributes terraforming points, for gas giants it would be removing bad gravity and fixing tectonics if you have them enabled (thanks Boggled!).
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Serenitis on April 25, 2020, 03:58:11 AM
I'm sorry, I am trying to play with your mod, but I cannot for the life of me find the terraform ability. Its not on my ability bar, where would it be?
The abilities don't appear on the bar by default, so you'll have to add them.
Use the buttons to "scroll" to a bar which has empty spaces, then right-click on any empty space. This will then allow you to add any ability you have available to that box.

This is the case for every mod which adds abilities.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: boggled on April 25, 2020, 05:51:38 AM
Noticed something odd... I had a colony on a gas giant (temporary, it was just to facilitate building more stations around it) and it was cursed with extreme weather and very hot.  Not that I minded, as I didn't plan on staying there forever (plan was to abandon once all three stations around the giant were finished), but I looked through the building list anyway.  One of the options for was for a stellar reflector - the device that increases heat and light levels.  But this planet already had the very hot penalty, so why would I want to make it even hotter?  Even more perplexing is that the solar shade option was grayed out whilst the other stayed open for building - perplexing obviously because the solar shade would have been far more useful, had I any intention of making a permanent colony there.

Then I noticed this pattern repeated across three other colonies that all had the hot and very hot penalties - solar reflectors were on the table but solar shades were grayed out on all of them.  None of these were volcanic worlds, by the way - all were barren types.

Is this a glitch?  A bug?  Intended?  Did I miss something, some kind of hidden prerequisite for stellar shades?

Do you have my old terraforming mod installed alongside this one? If you have two entries for stellar reflectors in the building menu, having duplicate mods installed might be the reason why.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: jn_xyp on April 26, 2020, 02:43:06 AM
When I hover my mouse over the "Astral Gate Construction" skill button, the game crushed immediately.

The error log:

Code
5247420 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: data.campaign.econ.boggledTools.getPlanetTokenForQuest(Ljava/lang/String;Ljava/lang/String;)Lcom/fs/starfarer/api/campaign/SectorEntityToken;
java.lang.NoSuchMethodError: data.campaign.econ.boggledTools.getPlanetTokenForQuest(Ljava/lang/String;Ljava/lang/String;)Lcom/fs/starfarer/api/campaign/SectorEntityToken;
at data.campaign.econ.abilities.Construct_Astral_Gate.createTooltip(Construct_Astral_Gate.java:222)
at com.fs.starfarer.ui.newui.E$3.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.showTooltip(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.public.super(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.processInput(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.AbilityPickerDialog.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: boggled on April 26, 2020, 06:35:19 AM
When I hover my mouse over the "Astral Gate Construction" skill button, the game crushed immediately.

The error log:

Code
5247420 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: data.campaign.econ.boggledTools.getPlanetTokenForQuest(Ljava/lang/String;Ljava/lang/String;)Lcom/fs/starfarer/api/campaign/SectorEntityToken;
java.lang.NoSuchMethodError: data.campaign.econ.boggledTools.getPlanetTokenForQuest(Ljava/lang/String;Ljava/lang/String;)Lcom/fs/starfarer/api/campaign/SectorEntityToken;
at data.campaign.econ.abilities.Construct_Astral_Gate.createTooltip(Construct_Astral_Gate.java:222)
at com.fs.starfarer.ui.newui.E$3.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.showTooltip(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.public.super(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.processInput(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.AbilityPickerDialog.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

This looks like it's caused by duplicate or corrupted mod files. Delete the folder for this mod and download a clean copy. Also, make sure that you're not still running any of the old versions of my mods (Gate Construction, Terraforming or Player Station Construction). Let me know if this fixes the problem.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Mondaymonkey on April 26, 2020, 07:13:38 AM
Drunken suggestion:

1. Random generated terraforming quest.

Once player makes his first successful terraforming of any kind, there are probability of generating BBS quest for terraforming a random fully surveyed non-colonized planet into a specific (usually Cat3) type. No time limit, but player not able to accept more than certain amount of that kind of quests. After a successful transformation planet is transferred into control of faction, who gives a quest. Player get payment based on colony size, built structures cost and any additional equipped remained (Ai cores, NF, ST or else). As an additional reward - reputation gain over a time, like +5 each month for a one or two cycles.

2. Random generated station construction quest.

Mostly the same, but trigger is building a specific type of a station (mining station, siphon or gate). Success criteria - station has to gain a size, determined by a quest. Then it is transferred to a customer's control.

3. Recolonize quest.

Sometimes worlds decivilized because space is cruel. Sometimes, because player is cruel. Mission is to recolonize abandoned station and rise it population to certain point. Of course, that abandoned station should exist for quest to be generated.

EDIT: If reward is not enough you think, that could be a unknown blueprints or unique, other way unobtainable, ships.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: boggled on April 26, 2020, 10:55:20 AM
Drunken suggestion:

1. Random generated terraforming quest.

Once player makes his first successful terraforming of any kind, there are probability of generating BBS quest for terraforming a random fully surveyed non-colonized planet into a specific (usually Cat3) type. No time limit, but player not able to accept more than certain amount of that kind of quests. After a successful transformation planet is transferred into control of faction, who gives a quest. Player get payment based on colony size, built structures cost and any additional equipped remained (Ai cores, NF, ST or else). As an additional reward - reputation gain over a time, like +5 each month for a one or two cycles.

2. Random generated station construction quest.

Mostly the same, but trigger is building a specific type of a station (mining station, siphon or gate). Success criteria - station has to gain a size, determined by a quest. Then it is transferred to a customer's control.

3. Recolonize quest.

Sometimes worlds decivilized because space is cruel. Sometimes, because player is cruel. Mission is to recolonize abandoned station and rise it population to certain point. Of course, that abandoned station should exist for quest to be generated.

EDIT: If reward is not enough you think, that could be a unknown blueprints or unique, other way unobtainable, ships.

The main problem I can see with this is that it takes a lot of time and money to terraform planets, so why wouldn't the player conquer existing planets or keep the terraformed planet for themselves instead? Also, this creates a "plot hole" - if a faction has money to pay the player to terraform a planet, why don't they just do it themselves? Further, the quest will take such a long time to complete there's a good chance the player will become hostile to quest-giving faction at some point which would necessitate cancelling the quest.

I think selling/transferring planets for credits belongs in Nex, not this mod. You can already transfer planets to gain reputation, so why can't you sell them?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Mondaymonkey on April 26, 2020, 11:20:24 AM
Honestly?

Main reason - astral gate web expansion. Player will never build them in a system where no his colony, because it is hard to protect, expensive to maintain and mostly useless. That makes whole astral gate network a "thing in itself" for player using only.

If faction has money and want to build an astral gate in it's system, why they not do this by themselves? Well... lack of tech required. Player is a monopolist. And just giving a gate with Nex is kinda unmotivated. It is not player, who interesting in gates in foreign system, other factions are, so they should be an initiator.

Everything else - no more than diversification of tasks, not to do same thing several times in a row.

Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: jn_xyp on April 26, 2020, 10:57:58 PM
When I hover my mouse over the "Astral Gate Construction" skill button, the game crushed immediately.

The error log:

Code
5247420 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: data.campaign.econ.boggledTools.getPlanetTokenForQuest(Ljava/lang/String;Ljava/lang/String;)Lcom/fs/starfarer/api/campaign/SectorEntityToken;
java.lang.NoSuchMethodError: data.campaign.econ.boggledTools.getPlanetTokenForQuest(Ljava/lang/String;Ljava/lang/String;)Lcom/fs/starfarer/api/campaign/SectorEntityToken;
at data.campaign.econ.abilities.Construct_Astral_Gate.createTooltip(Construct_Astral_Gate.java:222)
at com.fs.starfarer.ui.newui.E$3.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.showTooltip(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.public.super(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.processInput(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.AbilityPickerDialog.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

This looks like it's caused by duplicate or corrupted mod files. Delete the folder for this mod and download a clean copy. Also, make sure that you're not still running any of the old versions of my mods (Gate Construction, Terraforming or Player Station Construction). Let me know if this fixes the problem.

Yep, just noticed that I also have the older version of Boggled Station Construction installed, too. The problem seem to be solved after I cleaned up my mod folder.
Thanks for the help and sorry to disturb you.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: boggled on April 27, 2020, 06:54:09 AM
Honestly?

Main reason - astral gate web expansion. Player will never build them in a system where no his colony, because it is hard to protect, expensive to maintain and mostly useless. That makes whole astral gate network a "thing in itself" for player using only.

If faction has money and want to build an astral gate in it's system, why they not do this by themselves? Well... lack of tech required. Player is a monopolist. And just giving a gate with Nex is kinda unmotivated. It is not player, who interesting in gates in foreign system, other factions are, so they should be an initiator.

Everything else - no more than diversification of tasks, not to do same thing several times in a row.



I think a quest to build gates for other factions makes sense. I'll see about implementing this, but no promises!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: ctuncks on April 27, 2020, 11:23:54 PM
I don't suppose there's any option to allow autonomous colonies (via Nexerelin) with appropriate infrastructure to provide Terraforming points to other planets in system?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: boggled on April 28, 2020, 04:51:12 AM
I don't suppose there's any option to allow autonomous colonies (via Nexerelin) with appropriate infrastructure to provide Terraforming points to other planets in system?

Nope. I don't want to make changes to any AI behavior because it's likely to result in bugs and compatibility problems. Sorry!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: ctuncks on April 28, 2020, 06:19:11 AM
I don't suppose there's any option to allow autonomous colonies (via Nexerelin) with appropriate infrastructure to provide Terraforming points to other planets in system?

Nope. I don't want to make changes to any AI behavior because it's likely to result in bugs and compatibility problems. Sorry!

Fair enough, guess I'll have to either eat the stability penalty for running too many colonies or just mod the limit higher.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: ASSIMKO on April 28, 2020, 06:22:54 AM
On a Barren wolrd planet, I placed a terraforming platform. How long does it take for results to appear? because I don't know if the choice was the right one. What structure should I build to start the correct terraforming? (step by step)
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Mondaymonkey on April 28, 2020, 06:41:17 AM
You have to add a terraform ability to your ability bar at the bottom of the screen. Use that ability near to planet for more information.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: ctuncks on April 28, 2020, 12:22:14 PM
On a Barren wolrd planet, I placed a terraforming platform. How long does it take for results to appear? because I don't know if the choice was the right one. What structure should I build to start the correct terraforming? (step by step)

Here's how I terraformed a Barren World into a Terran one.
1. I built a terraforming platform like you on the target planet.
2. I built asteroid breaking on 3 different mining stations in the same system (they add extra points) [I Edited the max number of mining stations from 1 to 3 per system btw]
3. I Initiated the transforming ability (need to put it on your bar) and opted to terraform the planet into a frozen one first.
It takes alot of points to go straight from Barren-> Terran, going to a Frozen planet first is actually faster in the long run.
4. I built the atmosphere building and shoved a pristine nanoforge into it for extra points.
5. I built a stellar array for even more points.
6. All of this was generating 40 points a day, if I had more Domain era artifacts I could have built the other structure for even more, but I didn't.
7. At this rate it would have taken about 200 days for the Barren->Frozen Terraform if all the infrastructure was in place before i started, it wasn't so it took a little longer.
8. After it was done I started the 2nd terraforming to change it into a Terran world.
9. That took another 200 days, after it was completed I made the weather mild after another 60 or so days.
10. At this point I was done, but you may have other planetary conditions you want to remove.
11. I Decommissioned all the terraform infrastructure as there were no other planets to terraform in system.

And that's how I did it, be prepared to take an income loss on the targeted colony, all the terraforming gear isn't cheap to run.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Mondaymonkey on April 29, 2020, 07:40:37 AM
I'm just gonna leave this here.

Spoiler
(https://i.imgur.com/eZeTzLQ.png)
[close]
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: boggled on April 29, 2020, 07:58:16 AM
I'm just gonna leave this here.

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

Where did you get that from? Did you create it?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Mondaymonkey on April 29, 2020, 08:09:15 AM
Quote
Where did you get that from?

I've created a stable quantum singularity and then use it to locally squeeze time-space into a specific temporal loop. That makes me travel into a future, where you give me that image.

If I ever tell you, that I am from the past, do not forget to give it to me. Time paradoxes are not what we want, right?

Spoiler
Joke.
[close]

Quote
Did you create it?

I am pretty sure Alex create that (or who is SS graphical designer?). All I made is minor repaint. Just like a coloring book. And some stickers, made by you (or where did you get them?).
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: boggled on April 29, 2020, 08:23:09 AM
Quote
Where did you get that from?

I've created a stable quantum singularity and then use it to locally squeeze time-space into a specific temporal loop. That makes me travel into a future, where you give me that image.

If I ever tell you, that I am from the past, do not forget to give it to me. Time paradoxes are not what we want, right?

Spoiler
Joke.
[close]

Quote
Did you create it?

I am pretty sure Alex create that (or who is SS graphical designer?). All I made is minor repaint. Just like a coloring book. And some stickers, made by you (or where did you get them?).


Well, I really like that artwork, but unfortunately I don't think I can just simply swap the sprite. I'll look into the possibility of creating a unique Conquest with it, but no promises!

As for where I stole that Olympians hullmod artwork from...
Spoiler
https://www.space.com/space-force-logo-star-trek-insignia.html
[close]
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Mondaymonkey on April 29, 2020, 08:32:30 AM
IIRC not necessary to create a new hull. It can be a "skin" thing.

That is a skin from a SWP lion guard conquest:

Code
{
    "baseHullId":"conquest",
    "skinHullId":"swp_conquest_lions_guard",
    "hullName":"Conquest (LG)",
    "descriptionId":"conquest",
    "descriptionPrefix":"This ship was built to the exacting specifications demanded by the Lion's Guard, environmentally-hardened to survive the harsh fires of Askonia.",
    "tags":["swp_LG_bp"],
    "tech":"Lion's Guard",
    "spriteName":"graphics/swp/ships/conquest/conquest_lions_guard.png",
    "baseValueMult":1.25,
    "removeWeaponSlots":[],         # ids
    "removeEngineSlots":[],         # indices, as engine slots have no id in the .ship file
    "removeBuiltInMods":[],         # hullmod ids
    "removeBuiltInWeapons":[],      # weapon slot ids
    "builtInMods":["solar_shielding"],
    "builtInWeapons":{
    },
}

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

So, it is still a "conquest" but customized, like pirate or hegemony variants. Probably, similar will works here.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Mondaymonkey on April 29, 2020, 11:01:54 AM
Spoiler
(https://i.gifer.com/r1T.gif)
[close]

Spoiler
(https://i.imgur.com/PUduus5.png)
(https://i.imgur.com/88YwJLk.png)
(https://i.imgur.com/l5ySaDX.png)
[close]

Code: tsc_Paragon_Olimpians.skin
{
    "baseHullId":"paragon",
    "skinHullId":"tsc_Paragon_Olimpians",
    "hullName":"Paragon(O)",
    "descriptionId":"paragon",
    "descriptionPrefix":"Eridani-Utopia Terraforming Corporation considered ordinary Paragon isn't good enough.",
    "tags":[],
    "tech":[],
    "spriteName":"graphics/tsc/ships/Paragon/Paragon_Olimpians.png",
    "baseValueMult":5.00,
    "removeWeaponSlots":[],         # ids
    "removeEngineSlots":[],         # indices, as engine slots have no id in the .ship file
    "removeBuiltInMods":[],         # hullmod ids
    "removeBuiltInWeapons":[],      # weapon slot ids
    "builtInMods":["olympians"],
    "builtInWeapons":{
    },
}
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Alluvian on April 29, 2020, 09:01:57 PM
Discovered a rare bug with: data.campaign.econ.industries.Astropolis_Station. Thankfully, it is not a problem most players will experience.

If a player gains control over Prism Freeport (in Nex), and they click on the button to add or build an industry, there will be a crash. This occurs due to a null pointer during the Astropoli orbit lookup. I have included one of the sample error messages below. It is possible a similar error would occur should a player have the Legio Siege events (from Tahlan) enabled, and somehow take over one of their Hyperspace stations.

"Sample error in starsector.log"
java.lang.NullPointerException
   at data.campaign.econ.industries.Astropolis_Station.numAstroInOrbit(Astropolis_Station.java:325)
   at data.campaign.econ.industries.Astropolis_Station.isAvailableToBuild(Astropolis_Station.java:353)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.updateTable(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.createUI(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.<init>(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryListPanel.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: boggled on April 30, 2020, 09:47:21 AM
Discovered a rare bug with: data.campaign.econ.industries.Astropolis_Station. Thankfully, it is not a problem most players will experience.

If a player gains control over Prism Freeport (in Nex), and they click on the button to add or build an industry, there will be a crash. This occurs due to a null pointer during the Astropoli orbit lookup. I have included one of the sample error messages below. It is possible a similar error would occur should a player have the Legio Siege events (from Tahlan) enabled, and somehow take over one of their Hyperspace stations.

"Sample error in starsector.log"
java.lang.NullPointerException
   at data.campaign.econ.industries.Astropolis_Station.numAstroInOrbit(Astropolis_Station.java:325)
   at data.campaign.econ.industries.Astropolis_Station.isAvailableToBuild(Astropolis_Station.java:353)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.updateTable(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.createUI(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.<init>(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryListPanel.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

I've identified the cause of that crash and I will include a fix in the next patch. Until then, if you disable astropolis construction using the settings file it should prevent the crash from occurring. Thanks for letting me know about this!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Mondaymonkey on May 02, 2020, 06:11:51 AM
Drunken suggestion
(https://i.imgur.com/kMLEx7W.png)
[close]
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: boggled on May 02, 2020, 03:56:00 PM
Drunken suggestion
(https://i.imgur.com/kMLEx7W.png)
[close]

Your O-class Paragon is completely overpowered, and that would be even worse! Definitely not happening!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Mondaymonkey on May 02, 2020, 08:13:35 PM
Your O-class Paragon is completely overpowered

Oh... That was a joke, actually.

Quote
Definitely not happening!

Idea was to make it a logistic gate ship. I am lazy ass, so does not remove mounts completely yet. However, even if logistic still OP, as any freighters or tankers are junk compared to it. Sobering helps sometimes.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Unnamed_Shadow on May 03, 2020, 04:12:24 PM
I noticed something on my playthrough.

So this faction had an Orbital Station orbiting a Gas Giant. This is one of the Vanilla Orbital Stations belonging to Tri-Tachyon. That gave them Volatiles as a commodity.

That Station got abandoned due to raiding. So i decided to re-settle it using this mod.

When i re-settled it, it no longer had Volatiles.

For testing purposes i also tested it on mod factions, a Tiandong Station orbiting a Gas Giant. They have access to Volatiles on vanilla, depopulated it and resettled it, and no Volatiles on the new Station.

I wish repopulating an Orbital Station gives you access to the nearest planet commodities, since that's what Vanilla Orbital Stations do.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: boggled on May 04, 2020, 04:17:47 AM
I noticed something on my playthrough.

So this faction had an Orbital Station orbiting a Gas Giant. This is one of the Vanilla Orbital Stations belonging to Tri-Tachyon. That gave them Volatiles as a commodity.

That Station got abandoned due to raiding. So i decided to re-settle it using this mod.

When i re-settled it, it no longer had Volatiles.

For testing purposes i also tested it on mod factions, a Tiandong Station orbiting a Gas Giant. They have access to Volatiles on vanilla, depopulated it and resettled it, and no Volatiles on the new Station.

I wish repopulating an Orbital Station gives you access to the nearest planet commodities, since that's what Vanilla Orbital Stations do.

Which station are you referring to? Port Tse Franchise Station? All vanilla stations are hardcoded to restore their original resources, so if I missed one I would like to add it.

Stations from mods do not get their resources back if you recolonize them. Sorry!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: RedBanditDzhugashvili on May 05, 2020, 06:38:25 AM
Hey boggled,

I really like the mod, it adds so much more depth to the game and it just amazes me that there are so many awesome mods that add so much more content to the game for free.

I am just having one problem, and I haven't found a solution elsewhere, so I'll just ask here.

For some of my larger planets in the late game, there aren't enough visual slots on the colony management to show all of the structures I wish to construct on the planet, alongside all of the vanilla industries and structures. I add new structures but they don't start a third row, I can't see them anywhere, and only the first 12 industries/structures are show in the panels. Do you have a solution to this? Is this just on my end?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: boggled on May 05, 2020, 06:56:18 AM
Hey boggled,

I really like the mod, it adds so much more depth to the game and it just amazes me that there are so many awesome mods that add so much more content to the game for free.

I am just having one problem, and I haven't found a solution elsewhere, so I'll just ask here.

For some of my larger planets in the late game, there aren't enough visual slots on the colony management to show all of the structures I wish to construct on the planet, alongside all of the vanilla industries and structures. I add new structures but they don't start a third row, I can't see them anywhere, and only the first 12 industries/structures are show in the panels. Do you have a solution to this? Is this just on my end?

Starsector has a limit of 12 structures per colony. Unfortunately this limit cannot be easily increased with mods so we're stuck with it for now. Sorry!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: RedBanditDzhugashvili on May 05, 2020, 07:44:09 AM
Ah alright that's unfortunate :(
Well, thanks for the reply!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: boggled on May 05, 2020, 01:06:02 PM
I'm just gonna leave this here.

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

So I'm back from my developing hiatus and I finally got around to implementing this skin of the conquest. The art looks good in your post, but in-game with the weapons installed the dark blue color really clashes with the art style of the weapons. I'm definitely not an artist, but it's my perception that most of the vanilla ship artwork uses light colors for the hulls, especially around the weapon mounts, to highlight the weapons and not blend in with them. Your conquest uses too dark of a blue and breaks this convention. Could I ask that you modify this image so the blue is much lighter? Perhaps sample the light blue from the high tech ships, and create a slightly lighter "halo" around the turrets as seen on the Paragon, Falcon and vanilla Conquest. Thank you again for all your help and contributions!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Xeno056 on May 05, 2020, 06:46:11 PM
Got a suggestion for you, not sure if it would be difficult to implement or not. Since the presumption is that the military police HQ is bringing in de-cived humans to the colony's population, could that translate to a brief (6 months?) but significant growth bonus for the Colony? Particularly duration of the subjugation or after its completion? Other than that I have a few more out-there ideas:

-Orbital elevator: Upgrades Skyhook, greatly improves accessibility but costs more domain artifacts.

-Orbital ring: Upgrade to Orbital works, but adds domain era artifact usage (Station keeping purposes or material I guess)

-Planet Cracking for Terraforming (adds or increases tectonic activity but increases ore yield, maybe as temporary structure like the MPHQ?)

-Increase population yield for cloning (x5 market size maybe?). I know it's more about those sweet, sweet organs but it's kinda underwhelming for the cost.

Loving what you're doing so far with the mod by the way. Keep up the good work!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Mondaymonkey on May 06, 2020, 06:06:55 AM
Quote
Could I ask that you modify this image so the blue is much lighter?

That won't be hard, but not today. I have to be sober tonight. I'll do some variants, perhaps different colors (Suggestions? Better directly in RGB)
Quote
create a slightly lighter "halo" around the turrets as seen on the Paragon, Falcon and vanilla Conquest.

"Halo" from vanilla conquest is already there. It is possible to custom-adjust light in this areas, but I am not an artist either. I'll see if able to make something decent.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: dead_hand on May 06, 2020, 07:11:57 AM
Spoiler
(https://i.gifer.com/r1T.gif)
[close]

Spoiler
(https://i.imgur.com/PUduus5.png)
(https://i.imgur.com/88YwJLk.png)
(https://i.imgur.com/l5ySaDX.png)
[close]

Code: tsc_Paragon_Olimpians.skin
{
    "baseHullId":"paragon",
    "skinHullId":"tsc_Paragon_Olimpians",
    "hullName":"Paragon(O)",
    "descriptionId":"paragon",
    "descriptionPrefix":"Eridani-Utopia Terraforming Corporation considered ordinary Paragon isn't good enough.",
    "tags":[],
    "tech":[],
    "spriteName":"graphics/tsc/ships/Paragon/Paragon_Olimpians.png",
    "baseValueMult":5.00,
    "removeWeaponSlots":[],         # ids
    "removeEngineSlots":[],         # indices, as engine slots have no id in the .ship file
    "removeBuiltInMods":[],         # hullmod ids
    "removeBuiltInWeapons":[],      # weapon slot ids
    "builtInMods":["olympians"],
    "builtInWeapons":{
    },
}

This design looks beautiful though. Would definitely like to see this in game, even as a standalone ship add-on.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Mondaymonkey on May 06, 2020, 07:29:42 AM
Quote
This design looks beautiful though.

It isn't, actually. That was a joke, made in a 12 minutes (literally) altogether graphics and skin code. So, that was a really poor repaint job. Enlarge the picture - you will see numerous flaws. Also, it wasn't good color choice.

Spoiler
(https://i.imgur.com/EXJ3CbH.png)
[close]

I am already regret making such jokes, as it is offtopic.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: boggled on May 06, 2020, 01:32:22 PM
Got a suggestion for you, not sure if it would be difficult to implement or not. Since the presumption is that the military police HQ is bringing in de-cived humans to the colony's population, could that translate to a brief (6 months?) but significant growth bonus for the Colony? Particularly duration of the subjugation or after its completion? Other than that I have a few more out-there ideas:

-Orbital elevator: Upgrades Skyhook, greatly improves accessibility but costs more domain artifacts.

-Orbital ring: Upgrade to Orbital works, but adds domain era artifact usage (Station keeping purposes or material I guess)

-Planet Cracking for Terraforming (adds or increases tectonic activity but increases ore yield, maybe as temporary structure like the MPHQ?)

-Increase population yield for cloning (x5 market size maybe?). I know it's more about those sweet, sweet organs but it's kinda underwhelming for the cost.

Loving what you're doing so far with the mod by the way. Keep up the good work!

Military Police HQ: The decivilized subpopulation condition increases colony growth. If the Military Police HQ also increased colony growth while removing that condition, I think that might be confusing to the player.

Orbital elevator: There is no precedent for this in vanilla Starsector lore and I'm already concerned about how much accessibility can be increased using structures from this mod. If I were to implement this, I think it would need to provide some bonus other than just more accessibility - but I'm not sure what would make sense and also be feasible to code. Any ideas?

Orbital ring: Definitely not happening due to lack of precedence in lore, inability to place a donut-shaped object in orbit around a planet, and inability to modify vanilla industries to add another upgrade. Sorry!

Planet cracking: I really like this idea. The main problem is that players can use tectonic stabilization to remove the tectonic activity condition after improving their resources, but that's a non-default option so I suppose I can tolerate that loophole.

Cloning: I'll take a look at the population bonus and evaluate whether it should be increased.

Quote
Could I ask that you modify this image so the blue is much lighter?

That won't be hard, but not today. I have to be sober tonight. I'll do some variants, perhaps different colors (Suggestions? Better directly in RGB)
Quote
create a slightly lighter "halo" around the turrets as seen on the Paragon, Falcon and vanilla Conquest.

"Halo" from vanilla conquest is already there. It is possible to custom-adjust light in this areas, but I am not an artist either. I'll see if able to make something decent.

For the general blueish sections of the ship, perhaps something like 130,150,155, and for the halo around the turrets something like 165, 180, 185.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: ideaconnesuer on May 06, 2020, 01:55:54 PM
Hey i just wanted to report a crash caused by incompatibility (made a account to do so too!):
yuri expedition being installed and running at the same time as this mod causes the game to crash immediately upon creating or loading a save, and i suspect it is because of the yuri homeworld and station that it spawns after some time.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: boggled on May 06, 2020, 02:06:43 PM
Hey i just wanted to report a crash caused by incompatibility (made a account to do so too!):
yuri expedition being installed and running at the same time as this mod causes the game to crash immediately upon creating or loading a save, and i suspect it is because of the yuri homeworld and station that it spawns after some time.

Can you post the stack trace for the crash? I need that to investigate what caused the crash.

Did you modify the settings file in any way?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Uhlang on May 06, 2020, 03:09:13 PM
Cloning: I'll take a look at the population bonus and evaluate whether it should be increased.
I really think it should.
As things are, for something that costs half a million, Cloning is rather lackluster. It takes up an industry slot, you can only profit from it if your colony is a free port, it takes many months for it to pay for itself, and the pop growth bonuses are rather insignificant.
For comparison, Cryorevival Facilities don't take an industry slot, cost 300,000 and give +10 pop growth/colony size. Double that with an Alpha Core installed.
Granted, cryosleepers are the holy grail of the colonist, so it's totally fair for Cryorevival to be broken, but even with that considered, I think Cloning should give at least +5 pop growth/colony size, and Alpha Cores should double that like they do in Cryorevival.
Hey i just wanted to report a crash caused by incompatibility (made a account to do so too!):
yuri expedition being installed and running at the same time as this mod causes the game to crash immediately upon creating or loading a save, and i suspect it is because of the yuri homeworld and station that it spawns after some time.
I'm playing with both YX and this mod just fine, so I'll just say that I doubt it's that.
Still worth looking into, I guess.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: ideaconnesuer on May 06, 2020, 04:50:27 PM
Hey i just wanted to report a crash caused by incompatibility (made a account to do so too!):
yuri expedition being installed and running at the same time as this mod causes the game to crash immediately upon creating or loading a save, and i suspect it is because of the yuri homeworld and station that it spawns after some time.

Can you post the stack trace for the crash? I need that to investigate what caused the crash.

Did you modify the settings file in any way?

uh how do I post/find the stack trace? also no I did not modify the settings for either mod in any way, all I know is that the crash only happens when both mods are turned on
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: dead_hand on May 06, 2020, 05:01:17 PM
Hey i just wanted to report a crash caused by incompatibility (made a account to do so too!):
yuri expedition being installed and running at the same time as this mod causes the game to crash immediately upon creating or loading a save, and i suspect it is because of the yuri homeworld and station that it spawns after some time.

Can you post the stack trace for the crash? I need that to investigate what caused the crash.

Did you modify the settings file in any way?

uh how do I post/find the stack trace? also no I did not modify the settings for either mod in any way, all I know is that the crash only happens when both mods are turned on

Which operating system are you on? If you are using Linux then the error log is actually displayed in the terminal window that you launched starsector from
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: ideaconnesuer on May 06, 2020, 05:06:04 PM
Hey i just wanted to report a crash caused by incompatibility (made a account to do so too!):
yuri expedition being installed and running at the same time as this mod causes the game to crash immediately upon creating or loading a save, and i suspect it is because of the yuri homeworld and station that it spawns after some time.

Can you post the stack trace for the crash? I need that to investigate what caused the crash.

Did you modify the settings file in any way?

uh how do I post/find the stack trace? also no I did not modify the settings for either mod in any way, all I know is that the crash only happens when both mods are turned on

Which operating system are you on? If you are using Linux then the error log is actually displayed in the terminal window that you launched starsector from

windows is my operating system
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Xeno056 on May 06, 2020, 07:08:23 PM
Military Police HQ: The decivilized subpopulation condition increases colony growth. If the Military Police HQ also increased colony growth while removing that condition, I think that might be confusing to the player.

Orbital elevator: There is no precedent for this in vanilla Starsector lore and I'm already concerned about how much accessibility can be increased using structures from this mod. If I were to implement this, I think it would need to provide some bonus other than just more accessibility - but I'm not sure what would make sense and also be feasible to code. Any ideas?

Orbital ring: Definitely not happening due to lack of precedence in lore, inability to place a donut-shaped object in orbit around a planet, and inability to modify vanilla industries to add another upgrade. Sorry!

Planet cracking: I really like this idea. The main problem is that players can use tectonic stabilization to remove the tectonic activity condition after improving their resources, but that's a non-default option so I suppose I can tolerate that loophole.

Cloning: I'll take a look at the population bonus and evaluate whether it should be increased.

Thanks for taking my suggestions under consideration!

I figured the orbital ring would be an issue, I see it in Softer Sci-fi sometimes and love the concept, but as for what it does besides cranking Heavy industry up to 12 I don't know what effect it would have. Maybe once Alex gets the large Domain artifacts up and running and what effects they have I'd know better. Also, thought maybe slapping a gate graphic over a planet could work for imagery :P.

The elevator? Probably a production bonus similar to the Alpha, maybe reduce resource requirements for industries, or even a constructable -10% lower hazard rating for the market. It's basically turning accessing planets to very fast train rides rather than Satan's ballistic atmospheric inferno ride. I'll say that that is stretching it though.

For the MPHQ, the idea I had was that the building brings the decived popultation into the colony population very fast (+10 growth?) rather then the trickle from maintaining the hazard, but the bonus only lasts as long as the MPHQ does while deciv is growth is permanent. Unless they getting... more permanently removed (organ bonus then?). Maybe even have ruins size play a factor into it, like +20 growth for scattered ruins, but vast brings in +80 or so, until the hazard is gone that is, then the growth stops. No idea how code-able that is though.

As for cloning, Uhland said everything I wanted to. Cloning being a less broken Cryorevival Facility makes sense, especially for 5 artifacts.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: boggled on May 07, 2020, 05:15:49 AM
Military Police HQ: The decivilized subpopulation condition increases colony growth. If the Military Police HQ also increased colony growth while removing that condition, I think that might be confusing to the player.

Orbital elevator: There is no precedent for this in vanilla Starsector lore and I'm already concerned about how much accessibility can be increased using structures from this mod. If I were to implement this, I think it would need to provide some bonus other than just more accessibility - but I'm not sure what would make sense and also be feasible to code. Any ideas?

Orbital ring: Definitely not happening due to lack of precedence in lore, inability to place a donut-shaped object in orbit around a planet, and inability to modify vanilla industries to add another upgrade. Sorry!

Planet cracking: I really like this idea. The main problem is that players can use tectonic stabilization to remove the tectonic activity condition after improving their resources, but that's a non-default option so I suppose I can tolerate that loophole.

Cloning: I'll take a look at the population bonus and evaluate whether it should be increased.

Thanks for taking my suggestions under consideration!

I figured the orbital ring would be an issue, I see it in Softer Sci-fi sometimes and love the concept, but as for what it does besides cranking Heavy industry up to 12 I don't know what effect it would have. Maybe once Alex gets the large Domain artifacts up and running and what effects they have I'd know better. Also, thought maybe slapping a gate graphic over a planet could work for imagery :P.

The elevator? Probably a production bonus similar to the Alpha, maybe reduce resource requirements for industries, or even a constructable -10% lower hazard rating for the market. It's basically turning accessing planets to very fast train rides rather than Satan's ballistic atmospheric inferno ride. I'll say that that is stretching it though.

For the MPHQ, the idea I had was that the building brings the decived popultation into the colony population very fast (+10 growth?) rather then the trickle from maintaining the hazard, but the bonus only lasts as long as the MPHQ does while deciv is growth is permanent. Unless they getting... more permanently removed (organ bonus then?). Maybe even have ruins size play a factor into it, like +20 growth for scattered ruins, but vast brings in +80 or so, until the hazard is gone that is, then the growth stops. No idea how code-able that is though.

As for cloning, Uhland said everything I wanted to. Cloning being a less broken Cryorevival Facility makes sense, especially for 5 artifacts.

I agree that the MPHQ increasing population temporarily would make sense from a realism standpoint, but I want to keep the complexity to a minimum to avoid confusing players. There would also be a balance problem because players could deconstruct and rebuild the MPHQ repeatedly to keep the population growth bonus indefinitely. Decivilized subpopulation should stay a detrimental condition, not an opportunity to get enormous growth rates with minimal downside.

You've convinced me. I will bump up the cloning facility population growth rate from 1x colony size to 5x colony size. That will give it a much larger impact without surpassing the cryorevival bonus.

Hey i just wanted to report a crash caused by incompatibility (made a account to do so too!):
yuri expedition being installed and running at the same time as this mod causes the game to crash immediately upon creating or loading a save, and i suspect it is because of the yuri homeworld and station that it spawns after some time.

Can you post the stack trace for the crash? I need that to investigate what caused the crash.

Did you modify the settings file in any way?

uh how do I post/find the stack trace? also no I did not modify the settings for either mod in any way, all I know is that the crash only happens when both mods are turned on

Which operating system are you on? If you are using Linux then the error log is actually displayed in the terminal window that you launched starsector from

windows is my operating system

Go into the starsector.log file in your Starsector game folder in program files. If you open the starsector.log file right after the crash, at the bottom of the file you should see of a bunch of lines about Java and code lines with an exception type listed. That's what I need to see.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Mondaymonkey on May 07, 2020, 07:49:04 AM
Quote
something like 130,150,155, and for the halo around the turrets something like 165, 180, 185

Sorry, that is not as good, as was in imagination:
Spoiler
(https://i.imgur.com/dr0VEvJ.png)
[close]

Suggest something more saturated:

Spoiler
(https://i.imgur.com/dYSI4pu.png)(https://i.imgur.com/Sect7ag.png)(https://i.imgur.com/LAg7mV6.png)
[close]

Please do not consider this as a final variant, as layers gives me an option to change everything into anything in like a 15 seconds or so.

That is a joke BTW.
(https://i.imgur.com/IsYdBzX.png)(https://i.imgur.com/p6b3r4e.png)(https://i.imgur.com/yvEq3pL.png)
[close]

P.S. do not mind a base color. We can find it easily right after choosing proper decorative paint:
That is a joke either.
(https://i.imgur.com/7Ai5u7q.png)
[close]

EDIT: It would be more productive to discuss this somewhere in discord. I can spam variants there in a real-time.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: DreXav on May 07, 2020, 08:03:59 AM
Can't build Terraforming platform despite orbital station being present:
https://i.imgur.com/rsQgjQ4.jpg
https://i.imgur.com/vTxKGOg.jpg

Perhaps the mod does not recognize upgraded stations?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: boggled on May 07, 2020, 08:27:31 AM
Can't build Terraforming platform despite orbital station being present:
https://i.imgur.com/rsQgjQ4.jpg
https://i.imgur.com/vTxKGOg.jpg

Perhaps the mod does not recognize upgraded stations?

It does recognize upgraded stations.

Can you not build it on any planet whatsoever, or only that planet in particular?

Quote
something like 130,150,155, and for the halo around the turrets something like 165, 180, 185

Sorry, that is not as good, as was in imagination:
Spoiler
(https://i.imgur.com/dr0VEvJ.png)
[close]

Suggest something more saturated:

Spoiler
(https://i.imgur.com/dYSI4pu.png)(https://i.imgur.com/Sect7ag.png)(https://i.imgur.com/LAg7mV6.png)
[close]

Please do not consider this as a final variant, as layers gives me an option to change everything into anything in like a 15 seconds or so.

That is a joke BTW.
(https://i.imgur.com/IsYdBzX.png)(https://i.imgur.com/p6b3r4e.png)(https://i.imgur.com/yvEq3pL.png)
[close]

P.S. do not mind a base color. We can find it easily right after choosing proper decorative paint:
That is a joke either.
(https://i.imgur.com/7Ai5u7q.png)
[close]

EDIT: It would be more productive to discuss this somewhere in discord. I can spam variants there in a real-time.

Give me some time to test these in-game and see how they look. PM me your discord name. Thanks.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Xeno056 on May 07, 2020, 09:01:45 AM

I agree that the MPHQ increasing population temporarily would make sense from a realism standpoint, but I want to keep the complexity to a minimum to avoid confusing players. There would also be a balance problem because players could deconstruct and rebuild the MPHQ repeatedly to keep the population growth bonus indefinitely. Decivilized subpopulation should stay a detrimental condition, not an opportunity to get enormous growth rates with minimal downside.

You've convinced me. I will bump up the cloning facility population growth rate from 1x colony size to 5x colony size. That will give it a much larger impact without surpassing the cryorevival bonus.


Glad I could provide input going forward. Can't wait to see what other stuff you have in the pipeline. I hadn't even considered the balance part for the MPHQ. Didn't seem terribly confusing to me, but you're right, it does seem exploitable. I'd balance it with like a -2 stability for having it there or something, but seems like more trouble than it's worth trying to balance.

Btw, this was something I was wondering about when I first started using the mod, but why isn't Terraforming into arid a option? Limited menu space? Or did it just seem pointless given the other options?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: boggled on May 07, 2020, 09:07:00 AM

I agree that the MPHQ increasing population temporarily would make sense from a realism standpoint, but I want to keep the complexity to a minimum to avoid confusing players. There would also be a balance problem because players could deconstruct and rebuild the MPHQ repeatedly to keep the population growth bonus indefinitely. Decivilized subpopulation should stay a detrimental condition, not an opportunity to get enormous growth rates with minimal downside.

You've convinced me. I will bump up the cloning facility population growth rate from 1x colony size to 5x colony size. That will give it a much larger impact without surpassing the cryorevival bonus.


Glad I could provide input going forward. Can't wait to see what other stuff you have in the pipeline. I hadn't even considered the balance part for the MPHQ. Didn't seem terribly confusing to me, but you're right, it does seem exploitable. I'd balance it with like a -2 stability for having it there or something, but seems like more trouble than it's worth trying to balance.

Btw, this was something I was wondering about when I first started using the mod, but why isn't Terraforming into arid a option? Limited menu space? Or did it just seem pointless given the other options?


I already have desert terraforming as an option, so I think there wouldn't be much point adding arid as well. It would take up menu space necessitating scrolling through multiple pages (very ugly and time consuming) and it would take development time to code as well.

Thanks for your suggestions! I think planet cracking will be pretty cool to have.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Mondaymonkey on May 07, 2020, 09:13:19 AM
Quote
I already have desert terraforming as an option

Why would someone want to have more desert planets? Unless...
(https://i.pinimg.com/originals/5a/5e/01/5a5e01abc805701373365a4886ad2eb2.jpg)
[close]
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Xeno056 on May 07, 2020, 09:36:03 AM
Quote
I already have desert terraforming as an option

Why would someone want to have more desert planets? Unless...
(https://i.pinimg.com/originals/5a/5e/01/5a5e01abc805701373365a4886ad2eb2.jpg)
[close]

Gosh darn it now I want a Dune overhaul. Or at least Spice as a resource.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: ideaconnesuer on May 07, 2020, 04:11:42 PM
alright so following the provided instructions i believe these are the relevant lines of code for the crash:

11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [al_hypershrapnel] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [neutrino_upperlevel_schweine] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [SRD_goetterdaemmerung_modular] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [target_painter] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [vayra_mrm_fighter] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [Knight_deco_holyGrail_arm_mask] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [al_lightpelletgun] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [al_heavymonorail] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [al_ionpike] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [ms_instantFlak] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [neutrino_phasedarray] not found in weapon_data.csv
11704 [Thread-4] WARN  com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Error figuring out MIRV spec details
java.lang.NullPointerException
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.o00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ÒO0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
11705 [Thread-4] WARN  com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Error figuring out MIRV spec details
java.lang.NullPointerException
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.o00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ÒO0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: boggled on May 08, 2020, 05:56:23 AM
alright so following the provided instructions i believe these are the relevant lines of code for the crash:

11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [al_hypershrapnel] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [neutrino_upperlevel_schweine] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [SRD_goetterdaemmerung_modular] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [target_painter] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [vayra_mrm_fighter] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [Knight_deco_holyGrail_arm_mask] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [al_lightpelletgun] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [al_heavymonorail] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [al_ionpike] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [ms_instantFlak] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [neutrino_phasedarray] not found in weapon_data.csv
11704 [Thread-4] WARN  com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Error figuring out MIRV spec details
java.lang.NullPointerException
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.o00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ÒO0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
11705 [Thread-4] WARN  com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Error figuring out MIRV spec details
java.lang.NullPointerException
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.o00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ÒO0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Those are the right lines, but that error is almost certainly not caused by my mod. Try deleting all your mod folders and redownloading them, and also try enabling the mods one at a time to see which, if any, causes a crash after you redownload them.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: ideaconnesuer on May 08, 2020, 08:51:08 AM
alright so following the provided instructions i believe these are the relevant lines of code for the crash:

11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [al_hypershrapnel] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [neutrino_upperlevel_schweine] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [SRD_goetterdaemmerung_modular] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [target_painter] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [vayra_mrm_fighter] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [Knight_deco_holyGrail_arm_mask] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [al_lightpelletgun] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [al_heavymonorail] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [al_ionpike] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [ms_instantFlak] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [neutrino_phasedarray] not found in weapon_data.csv
11704 [Thread-4] WARN  com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Error figuring out MIRV spec details
java.lang.NullPointerException
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.o00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ÒO0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
11705 [Thread-4] WARN  com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Error figuring out MIRV spec details
java.lang.NullPointerException
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.o00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ÒO0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Those are the right lines, but that error is almost certainly not caused by my mod. Try deleting all your mod folders and redownloading them, and also try enabling the mods one at a time to see which, if any, causes a crash after you redownload them.

thats really wierd because it only crashes when both your mod and yuri are active (havedone multiple tests) so i will definitely try your suggestion of uninstalling everything and re-installing
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Serenitis on May 09, 2020, 06:31:49 AM
I already have desert terraforming as an option, so I think there wouldn't be much point adding arid as well.

Honestly, I'm not sure why anyone would actually want to change a planet into a desert when the option to change it into multiple strictly superior forms is available.
The ice option is there (presumably) so the player always has the option to set up ismara's sling if they need it.
But why is desert there? What does picking that get you over any of the other better choices?
Have I missed something?


Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: boggled on May 09, 2020, 06:47:35 AM
I already have desert terraforming as an option, so I think there wouldn't be much point adding arid as well.

Honestly, I'm not sure why anyone would actually want to change a planet into a desert when the option to change it into multiple strictly superior forms is available.
The ice option is there (presumably) so the player always has the option to set up ismara's sling if they need it.
But why is desert there? What does picking that get you over any of the other better choices?
Have I missed something?




Other than the lower point cost, I agree that with only this mod and vanilla there is little reason to create anything other than terran and water planets.

The reason I included some of the other planet types is in case someone makes a mod where those planet types are beneficial in some way. For example, I think there's one mod where there's a supercomputer structure that gets an income bonus if the planet is cold.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Mondaymonkey on May 09, 2020, 07:51:57 AM
The ice option is there (presumably) so the player always has the option to set up ismara's sling if they need it.
...
Have I missed something?

Industrial evolution (https://fractalsoftworks.com/forum/index.php?topic=18011.0) mod.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Uhlang on May 09, 2020, 08:12:04 AM
I already have desert terraforming as an option, so I think there wouldn't be much point adding arid as well.

Honestly, I'm not sure why anyone would actually want to change a planet into a desert when the option to change it into multiple strictly superior forms is available.
The ice option is there (presumably) so the player always has the option to set up ismara's sling if they need it.
But why is desert there? What does picking that get you over any of the other better choices?
Have I missed something?
Back when its terraforming modifier was still 0.4x, desert was easily the best transitionary planet type because it gave the Habitable condition.
Turning barren worlds into terran cost 20,000 when taking the direct route and only 12,000((20,000x0.4) + (8,000-4,000)) with a stop at desert.
Now that it's 0.6x, it's 16,000, which is the same as when stopping at frozen worlds((20,000x0.4) + 8,000).

I think the multiplier should be reverted back to 0.4x or at least reduced to 0.5x to make it useful in that way again.

EDIT: Actually remembered it wrong. Terraformed desert planets didn't have Habitable initially and the 0.6x nerf came with the update that added it. But that's how it would've worked if the desert planets were given the condition from the start.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Serenitis on May 10, 2020, 02:17:24 AM
Other than the lower point cost, I agree that with only this mod and vanilla there is little reason to create anything other than terran and water planets.

The reason I included some of the other planet types is in case someone makes a mod where those planet types are beneficial in some way. For example, I think there's one mod where there's a supercomputer structure that gets an income bonus if the planet is cold.

To be fair, all the habitable planet types (cat3 & 4) are more-or-less equal in terms of how "good" they are for putting a colony on.
It's just a little confusing as to why you'd have "transitory" types, but be able to bypass them.

Might I suggest that if possible the transitions between planet types be "gated", so that the progression is more gradual.
So that instead of going straight from barren to terran, it would instead go barren -> desert -> arid -> terran.
The individual stages could then be balanced to maintain the overall cost to whatever level is deemed appropriate. And the stages could have multiple choices to include all the useful planet types.
This would also help with the menu being too cluttered as only one place in this path would potentially have a large number of choices, and this could be reduced by splitting off some types into another path.
Eg: barren -> ice -> tundra/water

This however is entirely your choice, as it would be a non-trivial amount of effort to re-organise this.

With respect to other mods, balancing your own should not do so with the expectation that a player will have the other mod(s).
Every content mod should be 100% standalone when combined with the game it is modding.
(I very rarely use the word "should" as it has certain implications. But yeah, this is kind of a biggie.)
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Mondaymonkey on May 10, 2020, 02:26:25 AM
Quote
barren -> desert -> arid -> terran.

Rather:

barren -> barren desert-> desert -> arid -> terran eccentric -> terran

It would be interesting, to have not just one "road" of terraforming, but a planet types map, player able to move freely.

However, vanilla only have too few planet types to make a proper map, especially because almost no "transitory" states.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: boggled on May 10, 2020, 05:29:30 AM
Other than the lower point cost, I agree that with only this mod and vanilla there is little reason to create anything other than terran and water planets.

The reason I included some of the other planet types is in case someone makes a mod where those planet types are beneficial in some way. For example, I think there's one mod where there's a supercomputer structure that gets an income bonus if the planet is cold.

To be fair, all the habitable planet types (cat3 & 4) are more-or-less equal in terms of how "good" they are for putting a colony on.
It's just a little confusing as to why you'd have "transitory" types, but be able to bypass them.

Might I suggest that if possible the transitions between planet types be "gated", so that the progression is more gradual.
So that instead of going straight from barren to terran, it would instead go barren -> desert -> arid -> terran.
The individual stages could then be balanced to maintain the overall cost to whatever level is deemed appropriate. And the stages could have multiple choices to include all the useful planet types.
This would also help with the menu being too cluttered as only one place in this path would potentially have a large number of choices, and this could be reduced by splitting off some types into another path.
Eg: barren -> ice -> tundra/water

This however is entirely your choice, as it would be a non-trivial amount of effort to re-organise this.

With respect to other mods, balancing your own should not do so with the expectation that a player will have the other mod(s).
Every content mod should be 100% standalone when combined with the game it is modding.
(I very rarely use the word "should" as it has certain implications. But yeah, this is kind of a biggie.)

If the player doesn't have mods that can make non-optimal planet types useful they can just ignore those options.

It was originally my intention to have a planet type progression like you suggested above. However, there are just too many problems with it to make it feasible:

1. Players will disagree about the steps/order of the progression, how realistic it is, etc.
2. Players will be confused by the system and not understand how it works, what's next, etc.
3. It would be very time consuming to code it, and time consuming to make changes later after players inevitably disagree with my chosen progression path.
4. There are "missing links" in the existing planet types, and I haven't been able to find a means of getting good artwork for creating my own planet types. SS has a very unique art style for planet surfaces and those from other games don't look good, and Deep Dream style neural networks produce textures with the right art style but too many artifacts that I would have to manually remove.

I think the current system, while not ideal, is simple to understand and (mostly) gives players the ability to create what they want.

I already have desert terraforming as an option, so I think there wouldn't be much point adding arid as well.

Honestly, I'm not sure why anyone would actually want to change a planet into a desert when the option to change it into multiple strictly superior forms is available.
The ice option is there (presumably) so the player always has the option to set up ismara's sling if they need it.
But why is desert there? What does picking that get you over any of the other better choices?
Have I missed something?
Back when its terraforming modifier was still 0.4x, desert was easily the best transitionary planet type because it gave the Habitable condition.
Turning barren worlds into terran cost 20,000 when taking the direct route and only 12,000((20,000x0.4) + (8,000-4,000)) with a stop at desert.
Now that it's 0.6x, it's 16,000, which is the same as when stopping at frozen worlds((20,000x0.4) + 8,000).

I think the multiplier should be reverted back to 0.4x or at least reduced to 0.5x to make it useful in that way again.

EDIT: Actually remembered it wrong. Terraformed desert planets didn't have Habitable initially and the 0.6x nerf came with the update that added it. But that's how it would've worked if the desert planets were given the condition from the start.

You can use the settings file to modify the planet type difficulty modifiers if you preferred the old values.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: ASSIMKO on May 10, 2020, 05:31:07 AM
You have to add a terraform ability to your ability bar at the bottom of the screen. Use that ability near to planet for more information.


Thank you
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: ASSIMKO on May 10, 2020, 05:32:00 AM
On a Barren wolrd planet, I placed a terraforming platform. How long does it take for results to appear? because I don't know if the choice was the right one. What structure should I build to start the correct terraforming? (step by step)

Here's how I terraformed a Barren World into a Terran one.
1. I built a terraforming platform like you on the target planet.
2. I built asteroid breaking on 3 different mining stations in the same system (they add extra points) [I Edited the max number of mining stations from 1 to 3 per system btw]
3. I Initiated the transforming ability (need to put it on your bar) and opted to terraform the planet into a frozen one first.
It takes alot of points to go straight from Barren-> Terran, going to a Frozen planet first is actually faster in the long run.
4. I built the atmosphere building and shoved a pristine nanoforge into it for extra points.
5. I built a stellar array for even more points.
6. All of this was generating 40 points a day, if I had more Domain era artifacts I could have built the other structure for even more, but I didn't.
7. At this rate it would have taken about 200 days for the Barren->Frozen Terraform if all the infrastructure was in place before i started, it wasn't so it took a little longer.
8. After it was done I started the 2nd terraforming to change it into a Terran world.
9. That took another 200 days, after it was completed I made the weather mild after another 60 or so days.
10. At this point I was done, but you may have other planetary conditions you want to remove.
11. I Decommissioned all the terraform infrastructure as there were no other planets to terraform in system.

And that's how I did it, be prepared to take an income loss on the targeted colony, all the terraforming gear isn't cheap to run.


Thank you
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: ASSIMKO on May 10, 2020, 06:17:23 AM
Quote
I already have desert terraforming as an option

Why would someone want to have more desert planets? Unless...
(https://i.pinimg.com/originals/5a/5e/01/5a5e01abc805701373365a4886ad2eb2.jpg)
[close]


Then, you can make a skewer with this animal and bake hmmmmmmm !!!

Spoiler
Joke.
[close]
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Mondaymonkey on May 10, 2020, 06:52:14 AM
Quote
Then, you can make a skewer with this animal and bake hmmmmmmm !!!

You dare call Shai-Hulud an animal?

Such a brave man, won't watch his back, right?
(https://i.pinimg.com/originals/52/f1/b2/52f1b2305f7a733c5b586eaaad5529aa.jpg)
[close]

Not to be an entirely offtopic: where can I found full list of all vanilla planet types?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: 00lewnor on May 10, 2020, 10:10:33 AM
Hi; I've been playing with this mod for a while and have encountered two odd behaviours.

Firstly I have lobsters being produced on one of my planets but no income from them. I assume that this is because nothing demands economic units of lobster so there is nowhere to export to. Given this is there any advantage to seeding lobsters?

Secondly gatekeeper stations held by non-player factions don’t seem to work. I have given one to Shadowyards and the Independents but the ability is claiming that the gate I control in the only one in the sector; I have checked and they still have the gateway control structure.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Mondaymonkey on May 10, 2020, 10:41:13 AM
Quote
I assume that this is because nothing demands economic units of lobster so there is nowhere to export to.

You are correct.

Quote
Given this is there any advantage to seeding lobsters?

Being proud of %^&#$@ up both Sindria and TT isn't enough?

Quote
I have given one to Shadowyards and the Independents but the ability is claiming that the gate I control in the only one in the sector;

Do you have good rep with them?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: 00lewnor on May 10, 2020, 01:41:29 PM
Shadowyards are at +100 and commission, not sure about independents.

Full mod list
Spoiler
Lightshow 1.40
Arsenal expansion 1.5.3i
Automatic orders 0.3.2
Autosave 1.1
Better colonies 1.4
Blackrock drive yards 0.9.5
Combat chatter 1.9.2d
Common radar 2.5
Concordance of protected systems 2.0b
Diable avionics 2.51 rc4
Interesting portraits pack 1.2
LazyLib 2.4e
Logistics notifications 1.2.0
Luddic enhancements 1.2.0
MagicLib 0.29
Nexerelin 0.9.6c
Scy nation 1.60
Shadowyards 0.9RC1
Ship/weapon pack 1.10.5
SkilledUp 1.1
Starship legends 1.3.14
Tahlan shipworks 0.3.15a
Teraforming and station construction 5.1.4
Torchsips and deadly armaments 0.11
Transponder reminders 0.1.0
Underworld 1.4.2
Version checker 2.0
Weapon group controls 1.1.0
GraphicsLib 1.4.1
[close]
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: boggled on May 10, 2020, 03:51:21 PM
Not to be an entirely offtopic: where can I found full list of all vanilla planet types?

C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\data\config\planets.json

Shadowyards are at +100 and commission, not sure about independents.

Full mod list
Spoiler
Lightshow 1.40
Arsenal expansion 1.5.3i
Automatic orders 0.3.2
Autosave 1.1
Better colonies 1.4
Blackrock drive yards 0.9.5
Combat chatter 1.9.2d
Common radar 2.5
Concordance of protected systems 2.0b
Diable avionics 2.51 rc4
Interesting portraits pack 1.2
LazyLib 2.4e
Logistics notifications 1.2.0
Luddic enhancements 1.2.0
MagicLib 0.29
Nexerelin 0.9.6c
Scy nation 1.60
Shadowyards 0.9RC1
Ship/weapon pack 1.10.5
SkilledUp 1.1
Starship legends 1.3.14
Tahlan shipworks 0.3.15a
Teraforming and station construction 5.1.4
Torchsips and deadly armaments 0.11
Transponder reminders 0.1.0
Underworld 1.4.2
Version checker 2.0
Weapon group controls 1.1.0
GraphicsLib 1.4.1
[close]


I'll look into this problem. Could you send me a copy of your save file with the bug present? It would also be very helpful if you could create a ZIP of your mod folder as well so I don't have to track down each individual mod to load the save. Thank you!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Mondaymonkey on May 10, 2020, 10:11:41 PM
Hm... So, the list is:
Spoiler
gas_giant
ice_giant
lava
lava_minor
frozen
frozen1
frozen2
frozen3
barren
barren_castiron
barren2
barren3
barren_venuslike
toxic
toxic_cold
jungle
terran
desert
desert1
arid
cryovolcanic
rocky_metallic
rocky_unstable
water
rocky_ice
irradiated
barren-bombarded
tundra
barren-desert
terran-eccentric
[close]

Actually better, than I thought. Still can not be composed.

Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Mayu on May 11, 2020, 01:08:25 AM
Hello, I am trying out your mod and I appreciate the features that it adds in the game. It really satisfy my space empire building needs, especially the function that lets you construct mining and siphoning stations. Good job on this!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: boggled on May 11, 2020, 12:08:29 PM
Hello, I am trying out your mod and I appreciate the features that it adds in the game. It really satisfy my space empire building needs, especially the function that lets you construct mining and siphoning stations. Good job on this!

Thank you! I'm glad you're enjoying my mod!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: 00lewnor on May 11, 2020, 01:46:36 PM
I'll look into this problem. Could you send me a copy of your save file with the bug present? It would also be very helpful if you could create a ZIP of your mod folder as well so I don't have to track down each individual mod to load the save. Thank you!

Okay, sorry for the delay but that is as done as I can get it with the (un)reliability of my upload. boggled, see your private messages.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: tt02 on May 12, 2020, 05:41:02 AM
Hello!

I've tried out this mod for some time and I'm loving it so far. However, I think I've ran into a problem with the mod. I got the Crustacean job quest and followed it to completion. My reward was the "Seed lobsters" ability, but it doesn't show up on my ability bar. I fiddled around a bit and found out that this is due to me disabling the Terraforming parts of the mod in the settings file. If I enable Terraforming again, the ability does show up as it should.

The reason I disable Terraforming is only because it gives me a feeling of "Space Dark Ages" that I've always had with Starsector. Like, terraforming was once possible, but now the technology is lost/forgotten/too advanced.

Thanks for a great mod!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: AvengerRed on May 12, 2020, 07:30:15 AM
Sounds like a very interesting mod to spice up the game. Thanks for taking the time and spending the effort to create this awesome piece of work! :) 

Quick question: I am looking to play my campaign with Unknown Skies (US), Better Colonies and Terraforming and Station Construction (TASC). Will having, Unknown Skies and TASC create compatibility issues? It would be nice if someone who has played with those mods can confirm if the new planets, generated as part of US, can actually be changed through TASC features without issues.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Mondaymonkey on May 12, 2020, 07:56:01 AM
Quote
Quick question: I am looking to play my campaign with Unknown Skies (US), Better Colonies and Terraforming and Station Construction (TASC). Will having, Unknown Skies and TASC create compatibility issues? It would be nice if someone who has played with those mods can confirm if the new planets, generated as part of US, can actually be changed through TASC features without issues.

Absolutely no compatibility issues so far with US, BC and a bunch of other mods. Can not confirm all US planets are terraformable, but those I've tried are. However you cannot terraform into US, only vanilla. Also, US planets are absolutely identical to vanilla in other TASC features, like astropolis building and planetary structures.

Quote
mod to spice up the game

Just wait some time and spice will flow!  ;)
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: AvengerRed on May 12, 2020, 08:02:20 AM
Quote
Just wait some time and spice will flow!  ;)
Ohh don't get me all excited! I am already super excited atm! :D

I bought this game like a few days back but the combined community effort put in by all the players is astounding! :D Happy to be part of this community! :D

Quote
Absolutely no compatibility issues so far with US, BC and a bunch of other mods. Can not confirm all US planets are terraformable, but those I've tried are.
Also thanks for the confirmation mate! :) Now I will peacefully start my campaign! :D I might not want to terraform them into the US types. Probably someone will come up with a solution for that one as well! :D ;)

Quote
I dislike human beings... or I just do not know how to cook them well.
Free advise: Also adding cinnamon powder and sugar when ya cook the human beings, might make them palatable. ;)
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Mondaymonkey on May 12, 2020, 08:24:14 AM
Quote
I might not want to terraform them into the US types.

No. You can not terraform into US. But you can terraform US into something from that list:

Spoiler
Quote
Planets can be terraformed into six different planet types. All planets except gas giants and planets with no light can be terraformed. The six possible types are:

-Terran
-Water
-Jungle
-Desert
-Tundra
-Frozen
[close]

Other types are not supportable. I doubt Boggled will add US types to that list, because of possible compatibility issues and amount of work needed. Also, I doubt someone else will be able to do this.

Quote
effort put in by all the players is astounding!

One fine man once tell me, that modding a SS is more exiting, than actual playing. I haven't tried yet, but feels like he was right.

Feel free to join modders community. BTW are you are good painter?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: AvengerRed on May 12, 2020, 08:34:10 AM
Quote
Feel free to join modders community. BTW are you are good painter?
A decent developer but a bad designer! :D
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: boggled on May 12, 2020, 09:44:17 AM
Hello!

I've tried out this mod for some time and I'm loving it so far. However, I think I've ran into a problem with the mod. I got the Crustacean job quest and followed it to completion. My reward was the "Seed lobsters" ability, but it doesn't show up on my ability bar. I fiddled around a bit and found out that this is due to me disabling the Terraforming parts of the mod in the settings file. If I enable Terraforming again, the ability does show up as it should.

The reason I disable Terraforming is only because it gives me a feeling of "Space Dark Ages" that I've always had with Starsector. Like, terraforming was once possible, but now the technology is lost/forgotten/too advanced.

Thanks for a great mod!


Seeding lobsters is considered part of the terraforming aspect of the mod. If you don't want to use the other terraforming features, you can just refrain from building the terraforming structures and remove the Terraforming Control Panel ability from your ability bar. In any case, I'm glad you're enjoying the mod!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Manice on May 12, 2020, 04:13:38 PM
Hey, first time poster. I just had a quick question:

Boggled, I noticed you responded to a previous post about lobsters having no demand and therefore no colony income saying it was a flex on the Sindrians and TriTach. Do you also take this position with the Domain artifacts industry?  The AI factions that have terraforming e.g. TriTach and Hegemony could reasonably have your mod's structures, although that could be a *** to implement including accounting for other mods. I don't know if it is and I don't want to make demands of your excellent work, so rather I'm just asking if it's crossed your mind.

The lobster quest was really cool by the way, loved the writing, although I took the money by accident first time around  :D woops
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: boggled on May 12, 2020, 04:40:51 PM
Hey, first time poster. I just had a quick question:

Boggled, I noticed you responded to a previous post about lobsters having no demand and therefore no colony income saying it was a flex on the Sindrians and TriTach. Do you also take this position with the Domain artifacts industry?  The AI factions that have terraforming e.g. TriTach and Hegemony could reasonably have your mod's structures, although that could be a *** to implement including accounting for other mods. I don't know if it is and I don't want to make demands of your excellent work, so rather I'm just asking if it's crossed your mind.

The lobster quest was really cool by the way, loved the writing, although I took the money by accident first time around  :D woops

The lobsters work differently than every other industry that produces a commodity. They don't actually appear under the production tab along with other commodities - they only start being delivered to your resources storage on the market. This is confusing because if my mod is the first time you've encountered lobsters, it will seem like a bug. But if you take over Volturn in vanilla, this is how lobsters work.

My Domain Archaeology industry works the same as regular industries. If another faction has a structure that demands Domain-era artifacts, you will generate export income. AI factions have no way to build structures that demand Domain-era artifacts, but if you gift them a market with a structure that demands them, you will generate export income from your Domain Archaeology industries as with any other vanilla industry. My upcoming update will have quests to build Astral gates for other factions, and Astral gates demand Domain-era artifacts. This will result in export income for the player.

As much as I want to enable other factions to build terraforming structures, etc., I'm not going to do it because I don't want to cause bugs and compatibility issues. Sorry!

Thank you! I'm glad you enjoyed my lobster quest!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Manice on May 12, 2020, 07:04:13 PM
My upcoming update will have quests to build Astral gates for other factions, and Astral gates demand Domain-era artifacts. This will result in export income for the player.

As much as I want to enable other factions to build terraforming structures, etc., I'm not going to do it because I don't want to cause bugs and compatibility issues. Sorry!

Thank you! I'm glad you enjoyed my lobster quest!

Neat, I had some suspicion that lobsters were different, that makes sense. That giving gates to other factions sounds like a bit of a waste since they're so damn profitable with the accessibility, but without the hassle of personally setting them up and some kind of reward I can dig it. Plus the monopoly value (!)

Thanks Boggled! Also got to mention these updates have been fast as hell, really can't say I've seen that much anywhere else.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Mayu on May 12, 2020, 10:36:27 PM
Hi again! I'm not sure if this is possible. Is there a way to increase the appearance size of the mining and siphoning stations? It looks a bit small to me when seeing it in the orbit.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Mondaymonkey on May 12, 2020, 11:23:40 PM
Hi again! I'm not sure if this is possible. Is there a way to increase the appearance size of the mining and siphoning stations? It looks a bit small to me when seeing it in the orbit.

Currently both siphon and mining station use a vanilla pictures as a sprite. They are small (80*80), so increasing their size will cause really awful appearance. Not an option, just trust me.

BUT you can always make use of any other sprite and adjust object size in custom_entities.json.

If you able to create a decent station picture - share it please.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Mayu on May 13, 2020, 12:14:07 AM
Hi again! I'm not sure if this is possible. Is there a way to increase the appearance size of the mining and siphoning stations? It looks a bit small to me when seeing it in the orbit.

Currently both siphon and mining station use a vanilla pictures as a sprite. They are small (80*80), so increasing their size will cause really awful appearance. Not an option, just trust me.

BUT you can always make use of any other sprite and adjust object size in custom_entities.json.

If you able to create a decent station picture - share it please.

In that regard, sadly, I can't make my own station picture or sprite.  :(

Though thanks for the input!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: DX2002 on May 13, 2020, 07:35:58 AM
Well,I've got an idea about making use of the gas giants.Hope this could be part of the mod's features.
I was actually inspired by the "Gigastructure Construction" mod in Stellaris.The mod has a gigastructure that can be built on gas giants,which is called "Yggdrasil Orchid Complex".It seeds specially modified jellyfish-like creatures on a gas giant and harvest food from it,give a gas giant the potential of becoming a farm that can provide an entire space empire's food.Considering the fact that we already have Eisen Division,I believe that it could be reasonable to make gas giants more useful in this way.
By the way,I wonder if it's possible to create a special kind of mining facility on siphon stations and gas giant colonies dedicated to collecting volatiles,harvesting more but only volatiles?
Making use of gas giants might be a great feature.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Uhlang on May 13, 2020, 09:06:21 AM
Well,I've got an idea about making use of the gas giants.Hope this could be part of the mod's features.
I was actually inspired by the "Gigastructure Construction" mod in Stellaris.The mod has a gigastructure that can be built on gas giants,which is called "Yggdrasil Orchid Complex".It seeds specially modified jellyfish-like creatures on a gas giant and harvest food from it,give a gas giant the potential of becoming a farm that can provide an entire space empire's food.Considering the fact that we already have Eisen Division,I believe that it could be reasonable to make gas giants more useful in this way.
You don't have refer to a mod of another game. Gas giant life actually exists in Starsector canon, on Kumari Aru in the Kumari Kandam system.
It doesn't have any special modifiers that make it a source of food, but that might be because of low research funding and Luddic interference.
By the way,I wonder if it's possible to create a special kind of mining facility on siphon stations and gas giant colonies dedicated to collecting volatiles,harvesting more but only volatiles?
Making use of gas giants might be a great feature.
So like the upcoming planet breaking, but only for gas giant volatiles? Personally, I think the biggest flaw of gas/ice giants is that they're really hazardous, so I'd prefer ways to make them safer, like the "Floating Continent" condition from the Unknown Skies mod, but for something relevant to your idea, the Mimir Siphon Platform in the Valhalla system uses something called the "Ouyang Process" to harvest volatiles from Niflheim more efficiently. Maybe that could be implemented?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: boggled on May 13, 2020, 05:34:22 PM
Well,I've got an idea about making use of the gas giants.Hope this could be part of the mod's features.
I was actually inspired by the "Gigastructure Construction" mod in Stellaris.The mod has a gigastructure that can be built on gas giants,which is called "Yggdrasil Orchid Complex".It seeds specially modified jellyfish-like creatures on a gas giant and harvest food from it,give a gas giant the potential of becoming a farm that can provide an entire space empire's food.Considering the fact that we already have Eisen Division,I believe that it could be reasonable to make gas giants more useful in this way.
By the way,I wonder if it's possible to create a special kind of mining facility on siphon stations and gas giant colonies dedicated to collecting volatiles,harvesting more but only volatiles?
Making use of gas giants might be a great feature.

The gas giant jellyfish idea is interesting. The main problem is that it couldn't be implemented as a default setting due to the lack of lore precedent and balance issues, and I want to avoid spending large amounts of development time on non-default content because most players will never use it.

Regarding implementing a new version of the mining industry that only extracts volatiles, the problem is I can't disable or block construction of the vanilla mining industry without causing compatibility problems. Players will be confused why they can mine volatiles with two industries at once, whether it's a bug, how it works, etc.

So like the upcoming planet breaking, but only for gas giant volatiles? Personally, I think the biggest flaw of gas/ice giants is that they're really hazardous, so I'd prefer ways to make them safer, like the "Floating Continent" condition from the Unknown Skies mod, but for something relevant to your idea, the Mimir Siphon Platform in the Valhalla system uses something called the "Ouyang Process" to harvest volatiles from Niflheim more efficiently. Maybe that could be implemented?

I'll look into a terraforming upgrade that will improve volatiles resources on a gas giant. I think this could be a default setting and would not have any serious balance issues that I can see.

You don't have refer to a mod of another game. Gas giant life actually exists in Starsector canon, on Kumari Aru in the Kumari Kandam system.
It doesn't have any special modifiers that make it a source of food, but that might be because of low research funding and Luddic interference.

I've been thinking about ways to implement some feature that cares about the presence of xenolife. What planets in vanilla Starsector have native xenolife on them? I know about Kumari Aru, Chalcedon and Typhon (in the Samarra system). Are there any others?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Uhlang on May 13, 2020, 07:19:16 PM
I've been thinking about ways to implement some feature that cares about the presence of xenolife. What planets in vanilla Starsector have native xenolife on them? I know about Kumari Aru, Chalcedon and Typhon (in the Samarra system). Are there any others?
Jangala in Corvus is perhaps the most obvious case.
Volturn in Askonia has primitive xenolife that was mostly driven to extinction by the genemod life brought by humans.
Madeira in Tyle has what's described as "pseudoalgaes."
Gilead in Canaan. It's not outright stated to have xenolife, but the circumstances make me believe that it does. As evidenced by the sanctity of Kumari Aru and Jangala, the Luddics worship life-bearing planets, and Gilead is the holiest place in the Luddic faith, cherished for its likeness to Old Earth. I don't think they would value it so highly if it was just a temperate wet rock that they covered in Earth life over the cycles. It was probably full of life when they found it.

Also, I can't seem to find where it says that Typhon has life. Are you sure about that one?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: boggled on May 14, 2020, 05:13:55 AM
I've been thinking about ways to implement some feature that cares about the presence of xenolife. What planets in vanilla Starsector have native xenolife on them? I know about Kumari Aru, Chalcedon and Typhon (in the Samarra system). Are there any others?
Jangala in Corvus is perhaps the most obvious case.
Volturn in Askonia has primitive xenolife that was mostly driven to extinction by the genemod life brought by humans.
Madeira in Tyle has what's described as "pseudoalgaes."
Gilead in Canaan. It's not outright stated to have xenolife, but the circumstances make me believe that it does. As evidenced by the sanctity of Kumari Aru and Jangala, the Luddics worship life-bearing planets, and Gilead is the holiest place in the Luddic faith, cherished for its likeness to Old Earth. I don't think they would value it so highly if it was just a temperate wet rock that they covered in Earth life over the cycles. It was probably full of life when they found it.

Also, I can't seem to find where it says that Typhon has life. Are you sure about that one?

In the description for Typhon it mentions that a scientist was locked up on Eventide for alleging that xenolife exists on Typhon.

Hmm, I see that there will probably be some disagreement by players as to which planets have native xenolife. Without some confirmation from vanilla about which planets actually have it, I guess I'll have to shelve this for now.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Uhlang on May 14, 2020, 05:55:31 AM
In the description for Typhon it mentions that a scientist was locked up on Eventide for alleging that xenolife exists on Typhon.
Yeah, you're right. I was using the Starsector wiki and Typhon had the generic gas giant description there. Should've checked the game, too.
Hmm, I see that there will probably be some disagreement by players as to which planets have native xenolife. Without some confirmation from vanilla about which planets actually have it, I guess I'll have to shelve this for now.
You can argue that native Volturnian life is as good as extinct, that Madeira's "pseudo-algaes" don't count as life, that the Typhon whistleblower was indeed insane, or that Gilead somehow produced a terran-compatible atmosphere without native plant life and photosynthesis, but there's no room for disagreement about Jangala, Kumari Aru, and Chalcedon.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.0)
Post by: Uhlang on May 14, 2020, 03:27:48 PM
I was going through the settings and noticed this.
Quote
   "boggledGiftGateMonthlyPayment":75000,
There's a zero missing, isn't there?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.0)
Post by: boggled on May 14, 2020, 04:00:09 PM
I was going through the settings and noticed this.
Quote
   "boggledGiftGateMonthlyPayment":75000,
There's a zero missing, isn't there?

I don't think so.

75,000 x 39 months = 2,925,000 credits over three cycles

The upfront cost of a gate is approximately 1.5 million credits with default settings I believe.

Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.0)
Post by: Uhlang on May 14, 2020, 04:50:17 PM
I was going through the settings and noticed this.
Quote
   "boggledGiftGateMonthlyPayment":75000,
There's a zero missing, isn't there?

I don't think so.

75,000 x 39 months = 2,925,000 credits over three cycles

The upfront cost of a gate is approximately 1.5 million credits with default settings I believe.
Ah, so I just misread the description of the monthly payment system...
Man, am I out of it recently.

By the way, have you considered adding Domain-Era Artifacts as possible salvage from ruins? I don't recall ever getting them while exploring, but it'd be nice to be able to build and donate Astral Gates and receive the monthly payments before dabbling in colonization and Domain Archeology.

Oh, and good job on the update.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.0)
Post by: boggled on May 15, 2020, 05:39:33 AM
I was going through the settings and noticed this.
Quote
   "boggledGiftGateMonthlyPayment":75000,
There's a zero missing, isn't there?

I don't think so.

75,000 x 39 months = 2,925,000 credits over three cycles

The upfront cost of a gate is approximately 1.5 million credits with default settings I believe.
Ah, so I just misread the description of the monthly payment system...
Man, am I out of it recently.

By the way, have you considered adding Domain-Era Artifacts as possible salvage from ruins? I don't recall ever getting them while exploring, but it'd be nice to be able to build and donate Astral Gates and receive the monthly payments before dabbling in colonization and Domain Archeology.

That's a good idea, but as far as I'm aware there is no way to disable Domain-era artifacts showing up in loot if the player disables Domain Archaeology in the settings file. I'll look into it, but unfortunately I don't think it can happen with the way the game works right now.

You can't gift gates to other factions without having two already built for yourself. Unless the player modifies the settings file, it should be very difficult to acquire the money and resources to build two gates without having a large amount of income from colonies.

Oh, and good job on the update.

Thank you!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.0)
Post by: Mondaymonkey on May 15, 2020, 06:36:19 AM
Quote
Added the planet cracking terraforming condition modification. The tooltip explains it in-detail, but basically it will improve/create ore resources on a market, but also add the tectonic activity condition.
-Added the Ouyang optimization terraforming condition modification. The tooltip explains it in-detail, but basically it will improve/create volatiles resources on a gas giant, but also add the extreme weather condition.

Haven't tried yet, but is it mean player able to remove "extreme weather" and "tectonic activity" (if "boggledStabilizeTectonicsEnabled":true,) in a common way afterwards? Is it possible? Do player loose gained resource bonus if conditions are removed?

EDIT:
Quote
75,000 x 39 months = 2,925,000 credits over three cycles

The upfront cost of a gate is approximately 1.5 million credits with default settings I believe.

Add to this number export value for DEA consumed by this gate. Haven't tried yet, but it is probably a gold mine even with zero quest monthly payment.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.0)
Post by: boggled on May 15, 2020, 06:43:40 AM
Quote
Added the planet cracking terraforming condition modification. The tooltip explains it in-detail, but basically it will improve/create ore resources on a market, but also add the tectonic activity condition.
-Added the Ouyang optimization terraforming condition modification. The tooltip explains it in-detail, but basically it will improve/create volatiles resources on a gas giant, but also add the extreme weather condition.

Haven't tried yet, but is it mean player able to remove "extreme weather" and "tectonic activity" (if "boggledStabilizeTectonicsEnabled":true,) in a common way afterwards? Is it possible? Do player loose gained resource bonus if conditions are removed?

If stabilize tectonics is enabled, then the tectonic activity from planet cracking can be removed and planet cracking can be used again. It should not be possible to remove extreme weather from a gas giant because they can't be terraformed.

If you remove tectonic activity, the ore bonuses remain intact.

FYI I haven't forgotten about the glows on the conquest! I just didn't want to delay releasing the 5.2.0 update because so many new features were ready to go.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.0)
Post by: Mondaymonkey on May 15, 2020, 06:50:00 AM
Glow is not a big deal, actually.

Almost forgot: I see an update, and I like it! Really large one!

The only thing, that disappoint me - my current run is far away from establishing a first colony. So, I probably should play more.  ;D
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.0)
Post by: Xeno056 on May 15, 2020, 02:48:26 PM
Holy cow you really did add spice harvesting, you madlad/lass. Haven't checked the update yet, but I'm guessing it make drugs?

Otherwise looks like a real humdinger of an update. Thank you very much Boggled.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.0)
Post by: boggled on May 15, 2020, 03:59:02 PM
Holy cow you really did add spice harvesting, you madlad/lass. Haven't checked the update yet, but I'm guessing it make drugs?

Otherwise looks like a real humdinger of an update. Thank you very much Boggled.

It just generates money. I don't want to make something that generates drugs because light industry already does that!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Mondaymonkey on May 16, 2020, 11:15:21 PM
inability to place a donut-shaped object in orbit around a planet

Inability?  ???

To be considered as a joke
(https://i.imgur.com/YBd756Z.png)
[close]

It is too many artifacts, when engine trying to bound flat texture into a ring, and it need a proper spherical-to-flat transformation to be able to do so + *** lighting problem because of ring shapeness. And those freaking second ring - have no idea how to get rid of it. And a generally bad 6 minutes-to-bake texture.

But, a food for mind©.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.0)
Post by: Sapling on May 17, 2020, 04:55:59 AM
Hello. Is there a way to find my astral gates on the map? If not, will such a feature be implemented? It would be a nice QoL feature.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.0)
Post by: Eshir on May 17, 2020, 07:43:40 AM
so when i make terraforming structures on a market when i hit 12 "industrys" but still have room to make an industry that is a production type i can't add one if there is a terraforming structure in the last slot but when i set it all up to build and max out the colony in one go i can go above 12 with terraforming structures and all so to get around this i have to shutdown all the terraforming industrys till i have a slot open 11 out of 12 and then i can add the production industry i want then i have to re add the terraforming. is there a better way to do this?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.0)
Post by: Mondaymonkey on May 17, 2020, 11:44:03 AM
Semi-bug-report.

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

1. Is it suppose to be visible in codex?
2. It is the same name as ordinary conquest. Maybe, at least "hullName":"Conquest(<something>)",  ?
3. Weapons slots use a as covers a gray midline thing:
(https://i.imgur.com/IE2dTar.png)
If not repaint them, there should be a way to change them onto high-tech bluish:
(https://i.imgur.com/DmCQyT9.png)
They fit not 100%, but should be way better.

Observation: brawler(TT) skin use other covers, as original do. But I can not figure out which .skin line does this.


Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.0)
Post by: boggled on May 17, 2020, 11:54:17 AM
so when i make terraforming structures on a market when i hit 12 "industrys" but still have room to make an industry that is a production type i can't add one if there is a terraforming structure in the last slot but when i set it all up to build and max out the colony in one go i can go above 12 with terraforming structures and all so to get around this i have to shutdown all the terraforming industrys till i have a slot open 11 out of 12 and then i can add the production industry i want then i have to re add the terraforming. is there a better way to do this?

Unfortunately Starsector doesn't handle having more than 12 structures very well. This can't be easily fixed with mods, so I can't do anything about it. Sorry!

Hello. Is there a way to find my astral gates on the map? If not, will such a feature be implemented? It would be a nice QoL feature.

They show up on the system map, but not the hyperspace map. What did you have in mind in terms of where the gates should appear on the map?

inability to place a donut-shaped object in orbit around a planet

Inability?  ???

To be considered as a joke
(https://i.imgur.com/YBd756Z.png)
[close]

It is too many artifacts, when engine trying to bound flat texture into a ring, and it need a proper spherical-to-flat transformation to be able to do so + *** lighting problem because of ring shapeness. And those freaking second ring - have no idea how to get rid of it. And a generally bad 6 minutes-to-bake texture.

But, a food for mind©.

What method did you use to get the ring there? Is it a SectorEntityToken with a transparent center? In any event, even if the technical/graphical problems can be resolved there's still the issues of no lore precedent and no clear gameplay purpose/function of an orbital ring.

Semi-bug-report.

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

1. Is it suppose to be visible in codex?
2. It is the same name as ordinary conquest. Maybe, at least "hullName":"Conquest(<something>)",  ?
3. Weapons slots use a as covers a gray midline thing:
(https://i.imgur.com/IE2dTar.png)
If not repaint them, there should be a way to change them onto high-tech bluish:
(https://i.imgur.com/DmCQyT9.png)
They fit not 100%, but should be way better.

Observation: brawler(TT) skin use other covers, as original do. But I can not figure out which .skin line does this.




Good catch. I'll look into removing it from the codex to avoid spoilers, and I'll see about the turret covers as well. Thanks for letting me know about this!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.0)
Post by: Mondaymonkey on May 17, 2020, 12:09:18 PM
What method did you use to get the ring there? Is it a SectorEntityToken with a transparent center? In any event, even if the technical/graphical problems can be resolved there's still the issues of no lore precedent and no clear gameplay purpose/function of an orbital ring.

Sorry to disappoint you, but I spent all my character points to agility and stamina, leaving no room for intelligence to be able to learn advanced magic like "Java" is, or wisdom, to ignore spell mastery limitation.  :P

In other words: I did not understand even a word you say.

The story is: one guy ask me to help with a custom-made dust rings. But whatever I do they do not work as intended, so I understand that just swapping vanilla texture won't help me in testing, I need to spawn them using custom parameters. So I asked CC thread "how to" question, and find demanded help:

Code: That is a magic scroll, to use a ancient spell "spawn rings"
runcode String _planetId = "test";
runcode String _planetId = "planet_id";
SectorEntityToken _fleet = Global.getSector().getPlayerFleet();
StarSystemAPI _sys = (StarSystemAPI)_fleet.getContainingLocation();
SectorEntityToken _planet = _sys.getEntityById(_planetId);
float _orbitRadius = com.fs.starfarer.api.util.Misc.getDistance(_fleet.getLocation(), _planet.getLocation());
float _orbitDays = _orbitRadius / (20f + new Random().nextFloat() * 10f);
_sys.addRingBand(_planet,
"misc",
"rings_special0",
512,
1,
Color.RED,
256,
_orbitRadius,
_orbitDays)

Off course, I have to edit it a bit and replace "rings_special0" texture for tests.

P.S. Yes, you understand correct. They are decorative. You can not interact anyhow.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.0)
Post by: boggled on May 17, 2020, 01:29:50 PM
What method did you use to get the ring there? Is it a SectorEntityToken with a transparent center? In any event, even if the technical/graphical problems can be resolved there's still the issues of no lore precedent and no clear gameplay purpose/function of an orbital ring.

Sorry to disappoint you, but I spent all my character points to agility and stamina, leaving no room for intelligence to be able to learn advanced magic like "Java" is, or wisdom, to ignore spell mastery limitation.  :P

In other words: I did not understand even a word you say.

The story is: one guy ask me to help with a custom-made dust rings. But whatever I do they do not work as intended, so I understand that just swapping vanilla texture won't help me in testing, I need to spawn them using custom parameters. So I asked CC thread "how to" question, and find demanded help:

Code: That is a magic scroll, to use a ancient spell "spawn rings"
runcode String _planetId = "test";
runcode String _planetId = "planet_id";
SectorEntityToken _fleet = Global.getSector().getPlayerFleet();
StarSystemAPI _sys = (StarSystemAPI)_fleet.getContainingLocation();
SectorEntityToken _planet = _sys.getEntityById(_planetId);
float _orbitRadius = com.fs.starfarer.api.util.Misc.getDistance(_fleet.getLocation(), _planet.getLocation());
float _orbitDays = _orbitRadius / (20f + new Random().nextFloat() * 10f);
_sys.addRingBand(_planet,
"misc",
"rings_special0",
512,
1,
Color.RED,
256,
_orbitRadius,
_orbitDays)

Off course, I have to edit it a bit and replace "rings_special0" texture for tests.

P.S. Yes, you understand correct. They are decorative. You can not interact anyhow.

I understand how that code works, and I could modify it to create an orbital ring if I ever found some good art and a good reason to implement it. Thanks!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.0)
Post by: Mondaymonkey on May 17, 2020, 02:38:27 PM
Quote
found some good art and a good reason to implement it

I doubt it is possible to "find" an art of that kind. Not because it is not exist (it is actually, just rare), but because a general SS problem - low resolution. Any "good" art would be in high resolution and simple shrinking(external or in-game) of a flat-based curve texture would give either artifacts or bloor. To work as intended it suppose to be created/heavily adjusted in precise resolution and curve or close to it. Is it possible? Pretty sure it is, but not sure how hard + simple kitbashing won't work, a lot of painting would be required. And the more thick donut is, the more visual problem will be caused by curving it. The only way to entirely (or almost)  remove those issues, not making texture too thin - is increasing amount of textures in a circle (from 6 to like 8-12) with respective decreasing of texture height. Not sure if it is possible, and even if is, 12-syde symmetrical thing is really uncool looking or even drops into boring almost monoshape circle.

And as for "reason", the only one currently is theoretical "coolness". And as it is lore-heresy, probably not default option. For the feature 95% of users would never ever know, it requires unreasonable amount of efforts, while result is not guaranteed. That is a personal opinion, but I believe it is currently far beyond symbolical "forget it" line, and will remain there until there would be something better, than simple "coolness".

However, I am glad one more "impossible" flag is removed.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.0)
Post by: frozentoes on May 18, 2020, 06:02:05 PM
Hello Boggled! Fantastic mod, I'm a huge fan. I love slowly improving my colonies until they are absurdly profitable.

I think I found a bug, though:

I think your planet cracking is capable of an overflow. I had a planet with ultrarich rare ore but only rich ore. I did planet cracking, and now I have ultrarich ore, ultrarich rare ore, and a SECOND sparse rare ore deposit. Instead of staying at +3, I now have +3 and -1. Presumably if do it again I will get +3 and +0, and so on and so forth.

It seems like planet cracking needs to be checking if it's already at MAXVAL before altering the subject planet?

tldr:
Planet went from +3 rare ore, +2 common ore -> +3 rare ore, -1 rare ore, +3 common ore

Getting some errors posting images so I'm linking an imgur album with the planet specials icons, and the 'transplutonics' industry details showing that I'm getting both +3 and -1: https://imgur.com/a/blKSAik (https://imgur.com/a/blKSAik)
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.0)
Post by: boggled on May 18, 2020, 06:21:12 PM
Hello Boggled! Fantastic mod, I'm a huge fan. I love slowly improving my colonies until they are absurdly profitable.

I think I found a bug, though:

I think your planet cracking is capable of an overflow. I had a planet with ultrarich rare ore but only rich ore. I did planet cracking, and now I have ultrarich ore, ultrarich rare ore, and a SECOND sparse rare ore deposit. Instead of staying at +3, I now have +3 and -1. Presumably if do it again I will get +3 and +0, and so on and so forth.

It seems like planet cracking needs to be checking if it's already at MAXVAL before altering the subject planet?

tldr:
Planet went from +3 rare ore, +2 common ore -> +3 rare ore, -1 rare ore, +3 common ore

Getting some errors posting images so I'm linking an imgur album with the planet specials icons, and the 'transplutonics' industry details showing that I'm getting both +3 and -1: https://imgur.com/a/blKSAik (https://imgur.com/a/blKSAik)


I'll issue a patch shortly. Thanks for letting me know about this!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.0)
Post by: frozentoes on May 18, 2020, 06:53:50 PM
Glad I could contribute in a useful manner!

A closer look at the industry breakdown image tells me that having the second ore feature actually causes me to mine the 'base income' amount twice, for a net gain - but this will quickly grow out of control. It's good to fix it.

I'll see about editing my save to correct this. I don't have a good save file to test the patch for you, sadly.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on May 19, 2020, 06:19:16 AM
Glad I could contribute in a useful manner!

A closer look at the industry breakdown image tells me that having the second ore feature actually causes me to mine the 'base income' amount twice, for a net gain - but this will quickly grow out of control. It's good to fix it.

I'll see about editing my save to correct this. I don't have a good save file to test the patch for you, sadly.

This bug is fixed in 5.2.1, but the patch doesn't retroactively correct the duplicate resources on planets. I wrote the below code for you to copy/paste into the console using the console commands mod to fix the bugged conditions. The code targets the nearest planet, so be sure you're right on top of the planet you want to fix. You can edit which conditions to add or remove. Make sure to save your game before running the code. Thanks for letting me know about this bug, and I hope the code can fix it for you!

Spoiler
runcode import java.util.*; import data.campaign.econ.boggledTools; SectorEntityToken playerFleet = Global.getSector().getPlayerFleet(); ArrayList<SectorEntityToken> allPlanetsInSystem = new ArrayList<SectorEntityToken>(); Iterator allEntitiesInSystem = playerFleet.getStarSystem().getAllEntities().iterator(); while(allEntitiesInSystem.hasNext())
            {
                SectorEntityToken entity = (SectorEntityToken) allEntitiesInSystem.next();
                if (entity instanceof PlanetAPI)
                {
                    allPlanetsInSystem.add(entity);
                }
            }

SectorEntityToken closestPlanet = null;
Iterator checkDistancesOfPlanets = allPlanetsInSystem.iterator();
while(checkDistancesOfPlanets.hasNext())
            {
                SectorEntityToken entity = (SectorEntityToken)checkDistancesOfPlanets.next();
                if (closestPlanet == null)
                {
                    closestPlanet = entity;
                }
                else if(boggledTools.getDistanceBetweenTokens(entity, playerFleet) < boggledTools.getDistanceBetweenTokens(closestPlanet, playerFleet))
                {
                    closestPlanet = entity;
                }
            }
MarketAPI market = closestPlanet.getMarket();
market.removeCondition("ore_sparse");
market.removeCondition("rare_ore_sparse");
market.removeCondition("volatiles_trace");
for (MarketConditionAPI condition : market.getConditions())
        {
            condition.setSurveyed(true);
        }
boggledTools.refreshSupplyAndDemand(market);
[close]
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.0)
Post by: Sapling on May 19, 2020, 06:42:46 AM

Hello. Is there a way to find my astral gates on the map? If not, will such a feature be implemented? It would be a nice QoL feature.

They show up on the system map, but not the hyperspace map. What did you have in mind in terms of where the gates should appear on the map?

Sorry, should have been more specific - I meant the hyperspace map.
If you place multiple gates and start moving across the sector and you don't mark them in a notepad or something, it is hard to keep track of where the gates are.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on May 19, 2020, 06:46:44 AM

Hello. Is there a way to find my astral gates on the map? If not, will such a feature be implemented? It would be a nice QoL feature.

They show up on the system map, but not the hyperspace map. What did you have in mind in terms of where the gates should appear on the map?

Sorry, should have been more specific - I meant the hyperspace map.
If you place multiple gates and start moving across the sector and you don't mark them in a notepad or something, it is hard to keep track of where the gates are.

I'll look into a way to mark them with intel so the player can check where they are. Thanks.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Sapling on May 19, 2020, 07:22:43 AM

Hello. Is there a way to find my astral gates on the map? If not, will such a feature be implemented? It would be a nice QoL feature.

They show up on the system map, but not the hyperspace map. What did you have in mind in terms of where the gates should appear on the map?
That would be absolutely great. Thanks a lot
Sorry, should have been more specific - I meant the hyperspace map.
If you place multiple gates and start moving across the sector and you don't mark them in a notepad or something, it is hard to keep track of where the gates are.

I'll look into a way to mark them with intel so the player can check where they are. Thanks.

That would be absolutely great. Thanks a lot
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: DrFunTimez69 on May 19, 2020, 08:32:59 AM
I tried to start a new game with this mod and got this:

268574 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation cannot be cast to com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD
java.lang.ClassCastException: com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation cannot be cast to com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD
   at data.scripts.GDModPlugin.onEnabled(GDModPlugin.java:148)
   at com.fs.starfarer.campaign.ModAndPluginData.notifyRunningWithMod(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

I know very little about coding, this is gibberish to me, but I disabled mods that deal
with colonies because I saw text including orbital stations and singled it down to Better Colonies to and now it works.
I kinda want both mods so if anyone knows what to change to fix this error,
or if it actually can be fixed, any help would be appreciated.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: NikoTheGuyDude on May 19, 2020, 10:27:11 AM
Is it safe to update this mod without starting a new game?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: DrFunTimez69 on May 19, 2020, 11:17:41 AM
Is it safe to update this mod without starting a new game?
I'd imagine it would be ok to. Unless it outright removes major features, but I don't think anything's been removed, so you're good.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on May 19, 2020, 01:51:02 PM
Is it safe to update this mod without starting a new game?
I'd imagine it would be ok to. Unless it outright removes major features, but I don't think anything's been removed, so you're good.

This mod is backwards compatible with itself up to 5.0.0. If you had separately installed Player Gate Construction or Boggled's Terraforming Mod, this is NOT backwards compatible with saves that already have Player Gate Construction or Boggled's Terraforming Mod in them. This mod can be added to a save in progress without any problems.

I tried to start a new game with this mod and got this:

268574 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation cannot be cast to com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD
java.lang.ClassCastException: com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation cannot be cast to com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD
   at data.scripts.GDModPlugin.onEnabled(GDModPlugin.java:148)
   at com.fs.starfarer.campaign.ModAndPluginData.notifyRunningWithMod(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

I know very little about coding, this is gibberish to me, but I disabled mods that deal
with colonies because I saw text including orbital stations and singled it down to Better Colonies to and now it works.
I kinda want both mods so if anyone knows what to change to fix this error,
or if it actually can be fixed, any help would be appreciated.

This problem doesn't appear to be related to my mod. The class in question causing the error ("data.scripts.GDModPlugin") is not associated with this mod. If you post your mod list, I or someone else here could probably identify the culprit. Thanks.

Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: DrFunTimez69 on May 19, 2020, 02:19:09 PM
I tried to start a new game with this mod and got this:

268574 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation cannot be cast to com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD
java.lang.ClassCastException: com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation cannot be cast to com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD
   at data.scripts.GDModPlugin.onEnabled(GDModPlugin.java:148)
   at com.fs.starfarer.campaign.ModAndPluginData.notifyRunningWithMod(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

I know very little about coding, this is gibberish to me, but I disabled mods that deal
with colonies because I saw text including orbital stations and singled it down to Better Colonies to and now it works.
I kinda want both mods so if anyone knows what to change to fix this error,
or if it actually can be fixed, any help would be appreciated.

This problem doesn't appear to be related to my mod. The class in question causing the error ("data.scripts.GDModPlugin") is not associated with this mod. If you post your mod list, I or someone else here could probably identify the culprit. Thanks.

Yeah, thanks for replying man, big ups. So yeah, here's the mods I got:

Archean Order - (TC off)
Better Colonies - (I'm pretty sure this is it, but idk. I looked in mod_info.json and the mod plugin was data.scripts.GDModPlugin so I think thats what you're talking about.)
Cari UI Purple
Commissioned Crews
Common Radar
Console Commands
Fuel Siphoning
Grand Sector
GraphicsLib
Interesting Portraits Pack
LazyLib
MagicLib
Missing Ships
Nexerlin
Planetary Shield Access Control
Second Wave
Ship and Weapon Pack
Skilled Up
Speed Up
Starship Legends
Supply Forging
Terraforming and Station Construction - (Ik, obvious.)
Unknown Skies

So there's all of them. Again, pretty sure it's Better Colonies because it works after I disable one or the other.
Plus, I looked in the mod info thing and it had that line of text you mentioned for the plugin, but I don't know coding, so I'm
not 100% sure. Both mods deal with colonies kinda so my guess is they conflict in that regard.
Thanks for any insight you can provide, and thanks for replying and looking into this already.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on May 19, 2020, 02:42:04 PM
I tried to start a new game with this mod and got this:

268574 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation cannot be cast to com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD
java.lang.ClassCastException: com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation cannot be cast to com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD
   at data.scripts.GDModPlugin.onEnabled(GDModPlugin.java:148)
   at com.fs.starfarer.campaign.ModAndPluginData.notifyRunningWithMod(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

I know very little about coding, this is gibberish to me, but I disabled mods that deal
with colonies because I saw text including orbital stations and singled it down to Better Colonies to and now it works.
I kinda want both mods so if anyone knows what to change to fix this error,
or if it actually can be fixed, any help would be appreciated.

This problem doesn't appear to be related to my mod. The class in question causing the error ("data.scripts.GDModPlugin") is not associated with this mod. If you post your mod list, I or someone else here could probably identify the culprit. Thanks.

Yeah, thanks for replying man, big ups. So yeah, here's the mods I got:

Archean Order - (TC off)
Better Colonies - (I'm pretty sure this is it, but idk. I looked in mod_info.json and the mod plugin was data.scripts.GDModPlugin so I think thats what you're talking about.)
Cari UI Purple
Commissioned Crews
Common Radar
Console Commands
Fuel Siphoning
Grand Sector
GraphicsLib
Interesting Portraits Pack
LazyLib
MagicLib
Missing Ships
Nexerlin
Planetary Shield Access Control
Second Wave
Ship and Weapon Pack
Skilled Up
Speed Up
Starship Legends
Supply Forging
Terraforming and Station Construction - (Ik, obvious.)
Unknown Skies

So there's all of them. Again, pretty sure it's Better Colonies because it works after I disable one or the other.
Plus, I looked in the mod info thing and it had that line of text you mentioned for the plugin, but I don't know coding, so I'm
not 100% sure. Both mods deal with colonies kinda so my guess is they conflict in that regard.
Thanks for any insight you can provide, and thanks for replying and looking into this already.


So I just downloaded Better Colonies and I have no problem loading SS with both mods enabled on my system.

Try disabling all mods except Nex, my mod, Better Colonies and the support libraries (version checker, LazyLib, etc.) and see if the game loads. If it does, then that will confirm the conflict is between Better Colonies and some other mod you have installed. Anything that makes changes to core game files related to how markets/colonies work might cause the issue - my mod actually doesn't do that! I hope this helps!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: DrFunTimez69 on May 19, 2020, 03:20:27 PM
I tried to start a new game with this mod and got this:

268574 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation cannot be cast to com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD
java.lang.ClassCastException: com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation cannot be cast to com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD
   at data.scripts.GDModPlugin.onEnabled(GDModPlugin.java:148)
   at com.fs.starfarer.campaign.ModAndPluginData.notifyRunningWithMod(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

I know very little about coding, this is gibberish to me, but I disabled mods that deal
with colonies because I saw text including orbital stations and singled it down to Better Colonies to and now it works.
I kinda want both mods so if anyone knows what to change to fix this error,
or if it actually can be fixed, any help would be appreciated.

This problem doesn't appear to be related to my mod. The class in question causing the error ("data.scripts.GDModPlugin") is not associated with this mod. If you post your mod list, I or someone else here could probably identify the culprit. Thanks.

Yeah, thanks for replying man, big ups. So yeah, here's the mods I got:

Archean Order - (TC off)
Better Colonies - (I'm pretty sure this is it, but idk. I looked in mod_info.json and the mod plugin was data.scripts.GDModPlugin so I think thats what you're talking about.)
Cari UI Purple
Commissioned Crews
Common Radar
Console Commands
Fuel Siphoning
Grand Sector
GraphicsLib
Interesting Portraits Pack
LazyLib
MagicLib
Missing Ships
Nexerlin
Planetary Shield Access Control
Second Wave
Ship and Weapon Pack
Skilled Up
Speed Up
Starship Legends
Supply Forging
Terraforming and Station Construction - (Ik, obvious.)
Unknown Skies

So there's all of them. Again, pretty sure it's Better Colonies because it works after I disable one or the other.
Plus, I looked in the mod info thing and it had that line of text you mentioned for the plugin, but I don't know coding, so I'm
not 100% sure. Both mods deal with colonies kinda so my guess is they conflict in that regard.
Thanks for any insight you can provide, and thanks for replying and looking into this already.


So I just downloaded Better Colonies and I have no problem loading SS with both mods enabled on my system.

Try disabling all mods except Nex, my mod, Better Colonies and the support libraries (version checker, LazyLib, etc.) and see if the game loads. If it does, then that will confirm the conflict is between Better Colonies and some other mod you have installed. Anything that makes changes to core game files related to how markets/colonies work might cause the issue - my mod actually doesn't do that! I hope this helps!

I'm sorry for bringing this issue to you. I thought that there was a correlation for the loading error between Better Colonies
and your mod because I downloaded them at the same time; stupid, I know. It seems the conflict is with Better Colonies and Archean Order.
Thank you for your help with this, especially since there are no problems at all on your end.
Sorry for making you go on a wild goose chase, but anyways, thanks man.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Morrokain on May 19, 2020, 03:45:52 PM
I'm sorry for bringing this issue to you. I thought that there was a correlation for the loading error between Better Colonies
and your mod because I downloaded them at the same time; stupid, I know. It seems the conflict is with Better Colonies and Archean Order.
Thank you for your help with this, especially since there are no problems at all on your end.
Sorry for making you go on a wild goose chase, but anyways, thanks man.

Just saw this. I'm glad this was solved.  :)

I'd like to say that, in general, if you have Archean Order installed with other mods you should report any issues on that thread (at least at first) so that I can determine if it is from anything I've overridden. The likelihood of it being another mod is small in that case since Archean Order really is meant to be a TC because it overrides so many things. Feature mods generally work ok, but there can be exceptions even there and things update all the time so even if it worked before it may have been broken from recent changes on either side. I recently added this information to the instructions to disable the TC component so no worries if you didn't see it. I just want to try and avoid bothering other modders when the TC is a factor since it changes so many things.

(In this case, it is because I add my own implementation of vanilla stations that are faction specific and have locked in loadouts. The mod that conflicts needs access to the vanilla stations in industries.csv and I override them to add the right station variant. Unfortunately, this means that the plugin script that Better Colonies tries to add cannot be loaded properly to the stations and I think that is what causes the error. Sorry for the inconvenience, I'm not sure if there is currently a workaround or I'd implement it.)
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: marcus87 on May 20, 2020, 06:28:18 AM
Hi I am new to this mod and I cant seem to find the Terraforming Control Panel. Can someone please tell me wherer I can find that? ^^

I have already build some terraforming structures.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Mondaymonkey on May 20, 2020, 07:48:16 AM
Hi I am new to this mod and I cant seem to find the Terraforming Control Panel. Can someone please tell me wherer I can find that? ^^

I have already build some terraforming structures.

That what is told in a first post. It probably should be red-bold and in the top of the screen.
Add the abilities to your ability bar to activate them!
[close]

So, just add/replace a "terraforming" ability on your ability bar, get close to a planet and activate. Also, you can discover the rest of the abilities for more awesome stuff, this mod gives you.

EDIT:

To Boggled: red-bold on a top of the screen is a joke. Mostly. What is definitely need to be improved - post is too long. Suggest to hide changelog under the spoiler, except of the last update (or few last).
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on May 20, 2020, 08:09:24 AM
To Boggled: red-bold on a top of the screen is a joke. Mostly. What is definitely need to be improved - post is too long. Suggest to hide changelog under the spoiler, except of the last update (or few last).

Good point. Changes made. I also changed the wording and color of the text about adding the abilities to your ability bar. Thanks!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: marcus87 on May 20, 2020, 08:20:45 AM
That what is told in a first post. It probably should be red-bold and in the top of the screen.
Add the abilities to your ability bar to activate them!
[close]

So, just add/replace a "terraforming" ability on your ability bar, get close to a planet and activate. Also, you can discover the rest of the abilities for more awesome stuff, this mod gives you.

EDIT:

To Boggled: red-bold on a top of the screen is a joke. Mostly. What is definitely need to be improved - post is too long. Suggest to hide changelog under the spoiler, except of the last update (or few last).
[/quote]

Thank you very much. I did not know I could do that with the ability bar. :D
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Mondaymonkey on May 20, 2020, 08:24:22 AM
Way better, dude!

I use laptop with a 1366*768 screen (which is small, but probably not the smallest among the users) and it was really uncomfortable to scroll. Now it's OK.

Spoiler
You know, which is the funniest thing? That is an old laptop, almost 10 years now, and it was not really advanced, when was "new". Currently almost all the hardware systems are glitching or broken. It is far beyond any repair or upgrade possible. And I have money to buy a new one. But I do not do this for almost 5 years because of laziness.

Spoiler
(https://distilledwisdom.in/blog/wp-content/uploads/2017/03/Laziness.jpg)
[close]
[close]
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: frozentoes on May 20, 2020, 09:51:22 AM
Glad I could contribute in a useful manner!

A closer look at the industry breakdown image tells me that having the second ore feature actually causes me to mine the 'base income' amount twice, for a net gain - but this will quickly grow out of control. It's good to fix it.

I'll see about editing my save to correct this. I don't have a good save file to test the patch for you, sadly.

This bug is fixed in 5.2.1, but the patch doesn't retroactively correct the duplicate resources on planets. I wrote the below code for you to copy/paste into the console using the console commands mod to fix the bugged conditions. The code targets the nearest planet, so be sure you're right on top of the planet you want to fix. You can edit which conditions to add or remove. Make sure to save your game before running the code. Thanks for letting me know about this bug, and I hope the code can fix it for you!

Spoiler
runcode import java.util.*; import data.campaign.econ.boggledTools; SectorEntityToken playerFleet = Global.getSector().getPlayerFleet(); ArrayList<SectorEntityToken> allPlanetsInSystem = new ArrayList<SectorEntityToken>(); Iterator allEntitiesInSystem = playerFleet.getStarSystem().getAllEntities().iterator(); while(allEntitiesInSystem.hasNext())
            {
                SectorEntityToken entity = (SectorEntityToken) allEntitiesInSystem.next();
                if (entity instanceof PlanetAPI)
                {
                    allPlanetsInSystem.add(entity);
                }
            }

SectorEntityToken closestPlanet = null;
Iterator checkDistancesOfPlanets = allPlanetsInSystem.iterator();
while(checkDistancesOfPlanets.hasNext())
            {
                SectorEntityToken entity = (SectorEntityToken)checkDistancesOfPlanets.next();
                if (closestPlanet == null)
                {
                    closestPlanet = entity;
                }
                else if(boggledTools.getDistanceBetweenTokens(entity, playerFleet) < boggledTools.getDistanceBetweenTokens(closestPlanet, playerFleet))
                {
                    closestPlanet = entity;
                }
            }
MarketAPI market = closestPlanet.getMarket();
market.removeCondition("ore_sparse");
market.removeCondition("rare_ore_sparse");
market.removeCondition("volatiles_trace");
for (MarketConditionAPI condition : market.getConditions())
        {
            condition.setSurveyed(true);
        }
boggledTools.refreshSupplyAndDemand(market);
[close]

I tried this today and it worked fine. Thanks, Boggled!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Manice on May 20, 2020, 02:36:48 PM
Is there a way to completely remove the remains of an astral gate station? I accidentally built one over a planet and it got shifted to the farthest jump point in the system. My last save was yesterday and I really don't want to just leave it as is.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on May 20, 2020, 04:30:23 PM
Is there a way to completely remove the remains of an astral gate station? I accidentally built one over a planet and it got shifted to the farthest jump point in the system. My last save was yesterday and I really don't want to just leave it as is.

Paste the following code into the console using the console commands mod:

Spoiler
runcode LocationAPI system2 = Global.getSector().getPlayerFleet().getContainingLocation(); List<SectorEntityToken> entitiesList = Global.getSector().getPlayerFleet().getStarSystem().getEntitiesWithTag("boggled_astral_gate"); SectorEntityToken rementity = (SectorEntityToken)entitiesList.get(0); system2.removeEntity(rementity); List<SectorEntityToken> entitiesList2 = Global.getSector().getPlayerFleet().getStarSystem().getEntitiesWithTag("boggled_gatekeeper_station"); SectorEntityToken rementity2 = (SectorEntityToken)entitiesList2.get(0); system2.removeEntity(rementity2);
[close]

That should delete the astral gate station and the astral gate in the current system where the player fleet is located. Please let me know if it works for you. Be sure to save before using the code. Thanks.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Manice on May 20, 2020, 04:57:25 PM
It worked! That's nuts, thanks for the help!  :)

However, it is not possible to change the new position of the gate, which I'm assuming has already been calculated. Is there a command to reset the gate positioning as well?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on May 21, 2020, 04:28:03 AM
It worked! That's nuts, thanks for the help!  :)

However, it is not possible to change the new position of the gate, which I'm assuming has already been calculated. Is there a command to reset the gate positioning as well?


The gate must be placed on an orbit in the system where a stable location could be. It first tries to find a possible stable location orbital path right next to the player, and if it can't, it picks a random one in the system. If you don't like the random spot, try to build the gate somewhere a stable location orbit could possibly move through. If you upload a picture of the system in question, I could likely identify some spots that would work.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: NikoTheGuyDude on May 21, 2020, 06:53:13 PM
Spoilers for the astral gate quest.

Could you like... tone down
Spoiler
odysseus and his ship? For the amount of effort taken to get it, it's both extremely proportional in terms of effort to relative power, and odysseus himself is an insanely powerful officer that is LITERALLY THE MOST POWERFUL OFFICER IN THE ENTIRE GAME. And all it took to get him was get the comms request, press 1 a few times, go to his planet, press 1 some more, salvage a tri-tach invasion fleet, nab an astral, mothball it to the scientist, press 1 quite a lot more, go back to his planet, and then press 1 a few final times.
[close]
And this is all relatively early game.

Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Cyber Von Cyberus on May 21, 2020, 08:00:39 PM
I've a question about the domain artifacts. If for example another faction has a Domain Archeology industry (for example Mayasura on Mairath) and I build a structure that requires Domain artifacts (with my own faction not having their own Archeology industry) does my own faction get supplied with the artifacts from trading ? Or will I have to find my own planet to mine for artifacts ?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Uhlang on May 22, 2020, 02:19:42 AM
Spoilers for the astral gate quest.

Could you like... tone down
Spoiler
odysseus and his ship? For the amount of effort taken to get it, it's both extremely proportional in terms of effort to relative power, and odysseus himself is an insanely powerful officer that is LITERALLY THE MOST POWERFUL OFFICER IN THE ENTIRE GAME. And all it took to get him was get the comms request, press 1 a few times, go to his planet, press 1 some more, salvage a tri-tach invasion fleet, nab an astral, mothball it to the scientist, press 1 quite a lot more, go back to his planet, and then press 1 a few final times.
[close]
And this is all relatively early game.
Spoiler
Alpha Cores are the best admins in the game, so it makes sense for them to be the best officers, too, and Odysseus' ship is held back by being a Conquest, which is fairly weak in AI hands.
Then again, you fight a TT armada for Volturnian lobster seeding, which is a much weaker reward. I suppose Boggled just didn't want to make unlocking the gates too much of a hassle, but the extras do make it a disproportionately rewarding quest. Perhaps there's room for a major Pather/Hegemony bounty hunter fight?
[close]
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Cyber Von Cyberus on May 22, 2020, 02:25:17 AM
About the gate quest balance...

Spoiler
Personally I'm for adding an extra challenge to the quest instead of nerfing Odysseus or his ship, you can't build those gates as soon as you're able to complete the quest anyways, so a mandatory fight won't be a bad way to gate the rewards from early game. Also Odysseus is a completely unique reward and I don't want to see him nerfed.
[close]


Also could someone give me a hint as to what I should do to start the lobster acquisition quest before DME wipes out the Diktat ?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Uhlang on May 22, 2020, 03:24:57 AM
I've a question about the domain artifacts. If for example another faction has a Domain Archeology industry (for example Mayasura on Mairath) and I build a structure that requires Domain artifacts (with my own faction not having their own Archeology industry) does my own faction get supplied with the artifacts from trading ? Or will I have to find my own planet to mine for artifacts ?
Domain Artifacts function the same as commodities, so yeah, you will get them through trade. Though, it's better to just have your Domain Archeology for the reduced accessibility requirements and upkeep.
Also could someone give me a hint as to what I should do to start the lobster acquisition quest before DME wipes out the Diktat ?
The quest starts on Umbra, a pirate colony. SD's presence or the lack of it shouldn't affect it.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Cyber Von Cyberus on May 22, 2020, 03:28:27 AM
Well thank you for the answer
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on May 22, 2020, 06:04:16 AM
Spoilers for the astral gate quest.

Could you like... tone down
Spoiler
odysseus and his ship? For the amount of effort taken to get it, it's both extremely proportional in terms of effort to relative power, and odysseus himself is an insanely powerful officer that is LITERALLY THE MOST POWERFUL OFFICER IN THE ENTIRE GAME. And all it took to get him was get the comms request, press 1 a few times, go to his planet, press 1 some more, salvage a tri-tach invasion fleet, nab an astral, mothball it to the scientist, press 1 quite a lot more, go back to his planet, and then press 1 a few final times.
[close]
And this is all relatively early game.
Spoiler
Alpha Cores are the best admins in the game, so it makes sense for them to be the best officers, too, and Odysseus' ship is held back by being a Conquest, which is fairly weak in AI hands.
Then again, you fight a TT armada for Volturnian lobster seeding, which is a much weaker reward. I suppose Boggled just didn't want to make unlocking the gates too much of a hassle, but the extras do make it a disproportionately rewarding quest. Perhaps there's room for a major Pather/Hegemony bounty hunter fight?
[close]

Regarding the astral gate quest balance:
Spoiler
1. Uhlang is correct that the Conquest is a very weak hull in the hands of the AI, and the unique hullmod isn't enough to make it overpowered. Further, if the ship gets destroyed in battle there's no way to reacquire it, so it's risky to deploy it in a fight you might lose.

2. Outside of battle carriers (which are largely bad in vanilla), there are few hulls where Odysseus can make use of all his abilities. If he crews a combat ship, all the carrier skills will go to waste.

3. Odysseus always has the "steady" personality, which means he can't be used in roles that require a different personality.

That being said, I can understand concerns that the quest can be completed too early in the game, especially if the player has done it before and knows the steps. One possible solution is to prevent Odysseus from contacting the player until they reach a certain level. Any other ideas?
[close]


Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Mondaymonkey on May 22, 2020, 06:14:09 AM
Lots of spoilers
Quote
Then again, you fight a TT armada for Volturnian lobster seeding,

Is it true? When I did this quest last time (and that was really long time ago) there was a possibility to acquire lobsters without single fight. Just dialogues. And some money. And marines...


And to the Odysseus, well, have anyone ever fight remnants in a hight-danger systems? Radiant officers a usually have almost the same amount of skills, Odysseus does. And the nexus-piloting officers, just like a star fortress (If you install alpha core there) officers are equivalent in power to Odysseus. So, I think "Ody" is lore-friendly as AI-officer. And the ship is a derelict from the past, and even then it was rare and overpowered. Single ship does not do much impact on game, even if it so OP. Especially if it is a Conquest. I vote not to nerf.

Regarding to that... The only really odd thing that quest have - why would Ody pilot Conquest, not Odyssey?

Quote
One possible solution is to prevent Odysseus from contacting the player until they reach a certain level. Any other ideas?

Reasonable. Like lvl 40? Or is it too much?
[close]
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on May 22, 2020, 06:27:50 AM
why would Ody pilot Conquest, not Odyssey?

Spoiler
I initially wanted him to pilot an Odyssey, but I found that the Odyssey hull is good enough that giving it a powerful unique hullmod would make it very OP, especially in the hands of the player.

I think level 40 is probably a good number. I'll just have to make it clear to the player somehow that they're not high enough level to get the quest.
[close]
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Mondaymonkey on May 22, 2020, 06:44:46 AM
Fair. Odyssey with "Olympians" hullmod + shield conversion front is basically a "fast Paragon with fighter wings", which is even more scary, as it sounds. Almost as awkward, as "Olympians" Paragon itself.

But there are always a way to give ship a buff, other than "add some better stats via hullmod". Easiest and most obvious - unique built-in (I.e. OP free) weapons or/and fighters. Or replacing a shipsystem with improved one, completely another or even unique. Also, just replacing some specializing mounts with "universal" one, can create a monster-warrior even without direct buffs.

I mean no, I like Ody and his ride as they are now. No more than ideas "just in case of future".
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Uhlang on May 22, 2020, 07:02:31 AM
Lots of spoilers
Quote
Then again, you fight a TT armada for Volturnian lobster seeding,
Is it true? When I did this quest last time (and that was really long time ago) there was a possibility to acquire lobsters without single fight. Just dialogues. And some money. And marines...
[close]
Spoiler
I also remember completing it without a fight at some point in the past, but when I did it last time, the guy I had a deal with came in to kick my ass with a bunch of Paragons and Astrals. Not sure if that's new or if I was just unlucky when picking my responses.
[close]
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on May 22, 2020, 07:23:58 AM
Lots of spoilers
Quote
Then again, you fight a TT armada for Volturnian lobster seeding,
Is it true? When I did this quest last time (and that was really long time ago) there was a possibility to acquire lobsters without single fight. Just dialogues. And some money. And marines...
[close]
Spoiler
I also remember completing it without a fight at some point in the past, but when I did it last time, the guy I had a deal with came in to kick my ass with a bunch of Paragons and Astrals. Not sure if that's new or if I was just unlucky when picking my responses.
[close]


Spoiler
If you smash your TriPad during your conversation with Vega before she tells you the lobster nanoforge is at Ilm, you won't have to fight Simmons/Zhang's fleet. The implication is that he sent you malware on your TriPad to track your progress, and if you don't smash it he hears Vega say where the nanoforge is and ambushes you.
[close]
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Mondaymonkey on May 22, 2020, 07:29:01 AM
Spoiler
(https://i.pinimg.com/originals/93/c7/c6/93c7c6407af27f878f35c6676b7bf76f.jpg)
[close]
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Uhlang on May 22, 2020, 07:56:16 AM
Spoiler
If you smash your TriPad during your conversation with Vega before she tells you the lobster nanoforge is at Ilm, you won't have to fight Simmons/Zhang's fleet. The implication is that he sent you malware on your TriPad to track your progress, and if you don't smash it he hears Vega say where the nanoforge is and ambushes you.
[close]
Spoiler
Oh yeah, the TT backdoors. I didn't make the connection because I don't really expect questing with consequences from Starsector.
[close]
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Manice on May 22, 2020, 10:38:58 AM
It occurred to me that I never sent my response, oops. I messed around with the location of the astral gate station until it finally ended up in the right space. Sorry for the bother in the previous post, Boggled, turns out I was just doing it wrong.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: eidolad on May 22, 2020, 12:05:49 PM
omg i just started my first playthrough with this mod...the entire conversations about SPOILERS I'M NOT ALLOWED TO READ means I need to hurry up and get busy in my game instance :)
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Mondaymonkey on May 23, 2020, 06:15:30 AM
How complicate would be to add a deeper US integration? I mean, if US have a "terraformation drone" planet condition, why not it generate some terraforming points? Some other US conditions can be removed via TASC (or added). And those "archipelago world", seems like lobsters could live there too.

That could cause lesser TASC stability in vanilla, tho'.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on May 23, 2020, 06:54:56 AM
How complicate would be to add a deeper US integration? I mean, if US have a "terraformation drone" planet condition, why not it generate some terraforming points? Some other US conditions can be removed via TASC (or added). And those "archipelago world", seems like lobsters could live there too.

That could cause lesser TASC stability in vanilla, tho'.


I believe lobsters should already be able to be seeded on archipelago worlds. If you find that it doesn't work, please let me know so I can investigate.

I suppose the terraforming drone could add some terraforming points. I'll implement this in the next patch. I don't want to go too deep on adding content that depends on US because not all players install US. Also, it would be a headache for everyone if an update to US breaks compatibility with features in this mod that depend on it.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Mondaymonkey on May 23, 2020, 12:19:38 PM
Oghh... What did I do wrong?

Spoiler
Penelope's secret quest. I found an Ody, bribe corrupted heg dude, bring data back, Ody is in my fleet. Quest complete. Description say something like: AI core was unable to determine reason. And... that it... nothing happen next.
[close]

So, where did I made a wrong step?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on May 23, 2020, 12:44:29 PM
Oghh... What did I do wrong?

Spoiler
Penelope's secret quest. I found an Ody, bribe corrupted heg dude, bring data back, Ody is in my fleet. Quest complete. Description say something like: AI core was unable to determine reason. And... that it... nothing happen next.
[close]

So, where did I made a wrong step?

Spoiler
If you pay the credits bribe rather than letting Luyten examine an Astral, he never gives you the Astral gate blueprints because he couldn't complete them without an AI core draftsman and the experiment results from the Astral.

I suppose it might be too harsh to prevent the player from obtaining the blueprints just for lying to him, but this way it does make the Astral gates less lore-unfriendly because it's clear to the player that the Domain gates can't be reactivated and the Astral gates function differently.
[close]
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Mondaymonkey on May 23, 2020, 12:53:17 PM
Ohhh... Kids, if you listening me, do never lie to the strangers.

And I've probably should read the dialogues.

Quote
I suppose it might be too harsh to prevent the player from [censored] just for [censored] to [censored]

No, It's fine. I suppose, I wasn't expecting real questing in SS. ©
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Mondaymonkey on May 23, 2020, 01:43:51 PM
I've just realize Ody's ride need 400 meatbags to operate.

How did he maintain it by centuries all alone? He don't even have hands, probably. Maybe it should be an "automated ship"?

That would be over a top, as it is a strong buff, tho'
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: NikoTheGuyDude on May 23, 2020, 08:41:48 PM
I've just realize Ody's ride need 400 meatbags to operate.

How did he maintain it by centuries all alone? He don't even have hands, probably. Maybe it should be an "automated ship"?

That would be over a top, as it is a strong buff, tho'

He probably just never used it.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Algester on May 23, 2020, 10:32:57 PM
I can't seem to get the Volturnian lobster quest to activate...
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on May 24, 2020, 10:54:39 AM
I've just realize Ody's ride need 400 meatbags to operate.

How did he maintain it by centuries all alone? He don't even have hands, probably. Maybe it should be an "automated ship"?

That would be over a top, as it is a strong buff, tho'

He probably just never used it.

I thought about making the ship automated, but it wouldn't make sense because the player can swap which ship Odysseus captains. The way I would explain it away is that Odysseus can operate the ship by himself, but he "allows" meatbags to crew it so as to hide his existence from everyone except the player's bridge crew (because most people are hostile towards rogue AI cores).

I can't seem to get the Volturnian lobster quest to activate...

The lobster quest relies on the vanilla Starsector bar quest population code, and sometimes it refuses to spawn the quest. Try clearing/doing all other quests in the bar on Umbra, and try leaving the system and doing other things in the sector for a while. If Umbra ever got decivilized/captured/etc during your run and the quest was in the bar, I think that will unfortunately preclude you from ever doing it.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Algester on May 24, 2020, 09:37:23 PM
I've just realize Ody's ride need 400 meatbags to operate.

How did he maintain it by centuries all alone? He don't even have hands, probably. Maybe it should be an "automated ship"?

That would be over a top, as it is a strong buff, tho'

He probably just never used it.

I thought about making the ship automated, but it wouldn't make sense because the player can swap which ship Odysseus captains. The way I would explain it away is that Odysseus can operate the ship by himself, but he "allows" meatbags to crew it so as to hide his existence from everyone except the player's bridge crew (because most people are hostile towards rogue AI cores).

I can't seem to get the Volturnian lobster quest to activate...

The lobster quest relies on the vanilla Starsector bar quest population code, and sometimes it refuses to spawn the quest. Try clearing/doing all other quests in the bar on Umbra, and try leaving the system and doing other things in the sector for a while. If Umbra ever got decivilized/captured/etc during your run and the quest was in the bar, I think that will unfortunately preclude you from ever doing it.

will do Umbra is still looking safe
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: InsanityComplx on May 25, 2020, 01:56:36 PM
Would there be any possible way to translate the Volatile (mining) station into a regular mining station. Say like if there was a Moon or Volcano that had ultrarich on both rare and regular ore, we could build an orbital station?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on May 25, 2020, 03:50:53 PM
Would there be any possible way to translate the Volatile (mining) station into a regular mining station. Say like if there was a Moon or Volcano that had ultrarich on both rare and regular ore, we could build an orbital station?

This has been discussed at length previously in this thread. I think it's not a good addition to the gameplay for a number of reasons, including that mining would require surface operations (unlike a gas giant siphon station) making the low station hazard unrealistic. That being said, it's something I'm keeping in mind for the future if there are changes to vanilla that would make mining stations a good feature.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: InsanityComplx on May 25, 2020, 04:43:45 PM
Would there be any possible way to translate the Volatile (mining) station into a regular mining station. Say like if there was a Moon or Volcano that had ultrarich on both rare and regular ore, we could build an orbital station?

This has been discussed at length previously in this thread. I think it's not a good addition to the gameplay for a number of reasons, including that mining would require surface operations (unlike a gas giant siphon station) making the low station hazard unrealistic. That being said, it's something I'm keeping in mind for the future if there are changes to vanilla that would make mining stations a good feature.

I appreciate the prompt response, I apologize if I didn't realize the topic had been discussed before. I usually just download updates as they come and don't really read up on stuff aside from the change log. Thanks though! I appreciate your work greatly, this is by far my favorite mod to run.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: DX2002 on May 28, 2020, 09:15:30 AM
I noticed a fact that the Olympian Conquest's hull name is still "Conquest",rather than sth like "Conquest (EUTCS)",is this by purpose?At least I found that almost every skin ship in my installed mods has a suffix.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Mondaymonkey on May 28, 2020, 09:31:36 AM
"Conquest (EUTCS)"

It is an offtopic, but which word that "S" correspond to?  :o

For a general name problem, it is for "hullName":"Conquest", line in a conquest_olympians_boggled.skin. You can repair it by yourself, until Boggled makes a fix. I mean, no one will do an update, consisted only from one string change, and larger changes would probably takes some time.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on May 28, 2020, 10:00:58 AM
"Conquest (EUTCS)"

It is an offtopic, but which word that "S" correspond to?  :o

For a general name problem, it is for "hullName":"Conquest", line in a conquest_olympians_boggled.skin. You can repair it by yourself, until Boggled makes a fix. I mean, no one will do an update, consisted only from one string change, and larger changes would probably takes some time.

EUTCS = Eridani-Utopia Terraforming Corporation Ship

Thanks for bringing this to my attention. I'll include it in the next update. I don't plan on releasing any new updates until the next version of starsector comes out unless someone finds a bug or there's a good suggestion for new content.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Algester on May 28, 2020, 08:38:26 PM
question are gifted astral gates supposed to have no generated admins or does the logic of first building them and then subsequently give them to factions be the better alternative
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on May 29, 2020, 05:18:39 AM
question are gifted astral gates supposed to have no generated admins or does the logic of first building them and then subsequently give them to factions be the better alternative

I know the gifted stations have no admin when first created, but does an admin get assigned by the receiving faction automatically sometime later? If not, I will have to correct this.

I considered allowing the player to gift already-constructed gates to other factions, but the problem was that there's quite a few conditions that have to be met in order for the player to gift a gate, and I didn't want to have a situation where the player built a gate only to find that they're not able to gift it.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Ultrak2k on May 31, 2020, 05:52:56 PM
Just tried this mod - and am currently loving it.
Question, though: is there plans to perhaps add novel and new terraforming options or station types? Currently stations and terraforming seem expensive in the beginning, then become trivial later on - so would there be more fancier types? Perhaps a city planet for extreme cost, or special super stations for very late game?
Sorry if asked previously.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Jakub Inglot on June 01, 2020, 01:19:48 AM
question.
do ruins disappear when you terraform a planet to a different type?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Mondaymonkey on June 01, 2020, 02:14:25 AM
question.
do ruins disappear when you terraform a planet to a different type?


As far as I use this mod, no - they are not disappear.

Probably they should, especially if water transformation. That is opinion not a suggestion.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: DrFunTimez69 on June 01, 2020, 02:28:11 AM
I'm at Umbra, the crazy ass pirate place, and I'm at the bar, but I don't see any sort of obvious "Specific Quest Start" dialogue about dumbass lobsters. I also went into the comm directory, but no luck. Am I doing something wrong? I'm in good with the pirates and Sindrian Diktat, is that a problem? Or is the quest leveled; because I have a level mod and I'm above level 50 so maybe that messes with the level requirement maybe?

Please help, I just want to make some lobsters.

Also, post above, ruins can be underwater. Ever heard of Atlantis? You know, maybe instead of finding electronic stuff, you can find tridents or mermaids.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Mondaymonkey on June 01, 2020, 04:18:36 AM
Sometimes it is just not appear. Try a few month later. And later... Eventually, he will be there.

And what do you expect? That guy will wait you forever? He probably have some other things to do.

Quote
ruins can be underwater.

There will be no obtainable finds in Atlantis ruins, if they are located under couple hundred kilometers deep. Pressure would destroy most of the salvage.

As I saying: opinion, not a suggestion.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: DrFunTimez69 on June 01, 2020, 04:31:47 AM
Sometimes it is just not appear. Try a few month later. And later... Eventually, he will be there.

And what do you expect? That guy will wait you forever? He probably have some other things to do.

Quote
ruins can be underwater.

There will be no obtainable finds in Atlantis ruins, if they are located under couple hundred kilometers deep. Pressure would destroy most of the salvage.

As I saying: opinion, not a suggestion.

yeah, ok. I waited a month, now there's highlighted text, so yea you right, i just thought it'd always be there cuz "plotline".
also, it's be cool to find like a trident shooting railgun in an underwater ruin, or a ship with a mermaid on the front like pirate ships.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on June 01, 2020, 05:16:19 AM
Just tried this mod - and am currently loving it.
Question, though: is there plans to perhaps add novel and new terraforming options or station types? Currently stations and terraforming seem expensive in the beginning, then become trivial later on - so would there be more fancier types? Perhaps a city planet for extreme cost, or special super stations for very late game?
Sorry if asked previously.

I had plans to include an arcology world type, but I was unable to find a satisfactory texture. If someone with artistic talent is willing to spend the time to create one, I would be happy to implement it.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Uhlang on June 01, 2020, 06:11:28 AM
Just tried this mod - and am currently loving it.
Question, though: is there plans to perhaps add novel and new terraforming options or station types? Currently stations and terraforming seem expensive in the beginning, then become trivial later on - so would there be more fancier types? Perhaps a city planet for extreme cost, or special super stations for very late game?
Sorry if asked previously.

I had plans to include an arcology world type, but I was unable to find a satisfactory texture. If someone with artistic talent is willing to spend the time to create one, I would be happy to implement it.
The "Artificial" worlds from Unknown Skies and The Cluster from Xhan Empire come to mind.
What would they do, anyway? Increase production at the expense of resources? Give a bonus to ground defenses/stability? Increase the industry cap?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Mondaymonkey on June 01, 2020, 06:53:18 AM
Quote
The "Artificial" worlds from Unknown Skies and The Cluster from Xhan Empire come to mind.

Stealing? Seriously?

You can not just get texture from another mod, and even if you can, both are not exactly what is needed here.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Uhlang on June 01, 2020, 07:22:27 AM
Quote
The "Artificial" worlds from Unknown Skies and The Cluster from Xhan Empire come to mind.

Stealing? Seriously?

You can not just get texture from another mod, and even if you can, both are not exactly what is needed here.
I don't mean stealing, it just seemed relevant and I thought it could maybe be a key to open paths to what's needed.
The mod makers could be contacted and asked where they got the textures, for instance.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Mondaymonkey on June 01, 2020, 08:29:30 AM
Stealing... Hard to steal things like an "arcology planet".

But there are lot of different cool stuff to be stolen.

Spoiler
(https://i.imgur.com/kmm5x0J.png)
[close]

Does not fit a SS style, tho'.

EDIT:

Worst thing - all of the texture I found, are flat with bump/normal map. Does SS able to use things like that?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on June 01, 2020, 10:07:02 AM
Stealing... Hard to steal things like an "arcology planet".

But there are lot of different cool stuff to be stolen.

Spoiler
(https://i.imgur.com/kmm5x0J.png)
[close]

Does not fit a SS style, tho'.

EDIT:

Worst thing - all of the texture I found, are flat with bump/normal map. Does SS able to use things like that?

An entirely artificial planet or one covered completely in artificial construction wasn't what I had in mind. There is no precedent for this in the lore, and if you do the math a world-city covering the entire surface of even a small planet would likely accommodate trillions of inhabitants, which isn't possible given the maximum market size in starsector.

I was thinking more along the lines of a planet with a single enormous city on the surface that takes up a continent-sized amount of space. Depending on the texture created, it could either be a sort of eco-focused arcology that coexists with a terran biosphere, or a self-contained megastructure with energy/resource requirements that decimate the existing environment, turning the world into a barren rock with a single gigantic dome enclosing the arcology.

Some of the possible benefits for it that I've considered would be massively increased population growth, increased income, increased stability, increased ground/space defenses, or the ability to construct unique buildings/industries only applicable to a massive arcology.

As far as the texture goes, I would need a texture that at least loosely fits with the description above as well as SS art style, plus the glows overlay for when the city is on the night side of the planet (this would be crucial as the player should notice the giant arcology on the surface of their planet without opening the colony screen). I think the engine automatically creates the atmosphere and other effects based on spec settings without a bump map, etc. being necessary.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Mondaymonkey on June 01, 2020, 10:36:55 AM
Quote
plus the glows overlay for when the city is on the night side of the planet

Easiest part. I mean it. No pixelhunting in textures like that, all procedural. 15 minutes maximally. And the particular texture from above originally contain ready-to-use alpha channel for lighting, which is even more easy.

Quote
An entirely artificial planet or one covered completely in artificial construction wasn't what I had in mind. There is no precedent for this in the lore, and if you do the math a world-city covering the entire surface of even a small planet would likely accommodate trillions of inhabitants, which isn't possible given the maximum market size in starsector.

I was thinking more along the lines of a planet with a single enormous city on the surface that takes up a continent-sized amount of space. Depending on the texture created, it could either be a sort of eco-focused arcology that coexists with a terran biosphere, or a self-contained megastructure with energy/resource requirements that decimate the existing environment, turning the world into a barren rock with a single gigantic dome enclosing the arcology.

That is why "Hard to steal things like an "arcology planet"." Rare content, dude. Unexisted, probably.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Mondaymonkey on June 01, 2020, 11:32:57 AM
I have shoveled internet almost entirely, spending like like ~6 hours for this, and the closest thing is original arcology planet from stellaris.

Currently digging in game textures. Can't find all the objects it is composed of. Probably. something is hardcoded. Closest ready-to-use textures are city planets.
Spoiler
(https://i.imgur.com/PN12Tae.png)
[close]

But even if I get an original arcology texture, I am afraid it does not fit SS. So it goes.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on June 01, 2020, 04:18:23 PM
I have shoveled internet almost entirely, spending like like ~6 hours for this, and the closest thing is original arcology planet from stellaris.

Currently digging in game textures. Can't find all the objects it is composed of. Probably. something is hardcoded. Closest ready-to-use textures are city planets.
Spoiler
(https://i.imgur.com/PN12Tae.png)
[close]

But even if I get an original arcology texture, I am afraid it does not fit SS. So it goes.


Six hours is a long time! I'm pretty convinced it won't be possible to find a suitable texture on the internet - it will need to be created/modified specifically for this mod.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Ultrak2k on June 01, 2020, 09:41:55 PM
Just tried this mod - and am currently loving it.
Question, though: is there plans to perhaps add novel and new terraforming options or station types? Currently stations and terraforming seem expensive in the beginning, then become trivial later on - so would there be more fancier types? Perhaps a city planet for extreme cost, or special super stations for very late game?
Sorry if asked previously.

I had plans to include an arcology world type, but I was unable to find a satisfactory texture. If someone with artistic talent is willing to spend the time to create one, I would be happy to implement it.


Alright, that's awesome! Hope it happens eventually. Any plans on fancy megastructure style stations?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on June 02, 2020, 05:52:09 AM
Just tried this mod - and am currently loving it.
Question, though: is there plans to perhaps add novel and new terraforming options or station types? Currently stations and terraforming seem expensive in the beginning, then become trivial later on - so would there be more fancier types? Perhaps a city planet for extreme cost, or special super stations for very late game?
Sorry if asked previously.

I had plans to include an arcology world type, but I was unable to find a satisfactory texture. If someone with artistic talent is willing to spend the time to create one, I would be happy to implement it.


Alright, that's awesome! Hope it happens eventually. Any plans on fancy megastructure style stations?

The astropoli already fill that role. If you build three of them around a planet, the four markets combined will have extremely powerful defenses and economy.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: DX2002 on June 02, 2020, 08:43:42 AM
I have shoveled internet almost entirely, spending like like ~6 hours for this, and the closest thing is original arcology planet from stellaris.

Currently digging in game textures. Can't find all the objects it is composed of. Probably. something is hardcoded. Closest ready-to-use textures are city planets.
Spoiler
(https://i.imgur.com/PN12Tae.png)
[close]

But even if I get an original arcology texture, I am afraid it does not fit SS. So it goes.


Six hours is a long time! I'm pretty convinced it won't be possible to find a suitable texture on the internet - it will need to be created/modified specifically for this mod.
Maybe you could take a look at Stellaris,it has a lot of splendid planet textures,which might be suitable,but I'm not sure whether using pictures from another published game would cause problem or not....
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Mondaymonkey on June 02, 2020, 09:02:02 AM
Maybe you could take a look at Stellaris,it has a lot of splendid planet textures,which might be suitable,but I'm not sure whether using pictures from another published game would cause problem or not....

Dude, that was from Stellaris. And I'm pretty sure, that Boggled is aware of it existence. Stellaris textures are great, but they does not fit a concept. The worst thing - I have never play it, so do not understand a game interface mechanic and it makes really uncomfortable too search among the texture files, especially because they are .dds and split into 2-6 files for each. Luckily they have a readable names.

Quote
Six hours is a long time!

It is not, when you are OCD.

Quote
it will need to be created/modified specifically for this mod.

Well... it is always possible to cut a megacity piece from the city planet and plant it into continental texture, and then pretend it was  Found lying by the side of the road.©
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Ultrak2k on June 02, 2020, 08:36:14 PM
Just tried this mod - and am currently loving it.
Question, though: is there plans to perhaps add novel and new terraforming options or station types? Currently stations and terraforming seem expensive in the beginning, then become trivial later on - so would there be more fancier types? Perhaps a city planet for extreme cost, or special super stations for very late game?
Sorry if asked previously.

I had plans to include an arcology world type, but I was unable to find a satisfactory texture. If someone with artistic talent is willing to spend the time to create one, I would be happy to implement it.


Alright, that's awesome! Hope it happens eventually. Any plans on fancy megastructure style stations?

The astropoli already fill that role. If you build three of them around a planet, the four markets combined will have extremely powerful defenses and economy.

understandable
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Uxion on June 05, 2020, 03:57:59 PM
Quick question about the shades, if the terraforming is done, I can get rid of the shades and the terraforming won't reverse, right?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on June 05, 2020, 05:05:03 PM
Quick question about the shades, if the terraforming is done, I can get rid of the shades and the terraforming won't reverse, right?

Correct!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Mondaymonkey on June 08, 2020, 10:23:45 AM
Bug report:

Just visited an Umbra, and it have a lobster bar quest! Almost forgot to mention - I already done it and have lobsters on a water planet like 5 or 6 years.

Completed and separate accepted quests
(https://i.imgur.com/tSjvc2C.png)
[close]

Any thoughts?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on June 08, 2020, 11:51:43 AM
Bug report:

Just visited an Umbra, and it have a lobster bar quest! Almost forgot to mention - I already done it and have lobsters on a water planet like 5 or 6 years.

Completed and separate accepted quests
(https://i.imgur.com/tSjvc2C.png)
[close]

Any thoughts?

I'll issue a patch to fix this. Thanks for letting me know!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Uhlang on June 09, 2020, 11:36:18 AM
Would it be too much trouble to add a setting for the price/DEA use/upkeep of Kletka Simulators?
I don't want to remove them because manual AI core farming is tiresome, but I feel that they're too easy to build and maintain, considering what they provide. For just 200,000 credits(less than Light Industry), a semi-decent DEA production, 30,000 base upkeep(same as Heavy Industry), and an Alpha Core, you get a monthly gacha with a 30% chance to pop out Alpha Cores, which is just insane.
I'd honestly say that they deserve to be locked behind a high level quest just as much as the gates do, but that seems like a lot of work, so I'd be satisfied with just the ability to fatten up those costs.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Serenitis on June 09, 2020, 12:12:59 PM
Finally got some time for this again.

Terraformed a barren world into water and found that it has farming enabled rather than aquaculture as expected.
Spoiler
(https://i.imgur.com/9nloOkK.png)
[close]

Also, I have this texture currently unused that could be repurposed if desired.
Spoiler
(https://i.imgur.com/7FRFDGA.gif)
(https://i.imgur.com/dSOGwb7.jpg)
[close]
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on June 09, 2020, 12:32:10 PM
Would it be too much trouble to add a setting for the price/DEA use/upkeep of Kletka Simulators?
I don't want to remove them because manual AI core farming is tiresome, but I feel that they're too easy to build and maintain, considering what they provide. For just 200,000 credits(less than Light Industry), a semi-decent DEA production, 30,000 base upkeep(same as Heavy Industry), and an Alpha Core, you get a monthly gacha with a 30% chance to pop out Alpha Cores, which is just insane.
I'd honestly say that they deserve to be locked behind a high level quest just as much as the gates do, but that seems like a lot of work, so I'd be satisfied with just the ability to fatten up those costs.

You can use the industries.csv file to make changes to the build time, credit cost and credit upkeep cost for the Kletka Simulators. The multipliers on the numbers are confusing at first so you might need to do some trial and error to get the correct value you want.

Finally got some time for this again.

Terraformed a barren world into water and found that it has farming enabled rather than aquaculture as expected.
Spoiler
(https://i.imgur.com/9nloOkK.png)
[close]

Also, I have this texture currently unused that could be repurposed if desired.
Spoiler
(https://i.imgur.com/7FRFDGA.gif)
(https://i.imgur.com/dSOGwb7.jpg)
[close]

I'm aware of the issue with farming/aquaculture but I can't fix it until the API update in the next version of starsector. If you try to build the farming industry on a water world, it should be "corrected" to aquaculture within one in-game day by my script that runs once per day to correct this issue. If not, please let me know.

That's a nice texture! I'll try it out in game and see if it would be good for an arcology world!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Derpington03 on June 09, 2020, 12:50:48 PM
is this compatible with already existing saves or will it brick them i have a colony up and running and dont want to lose it
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Mondaymonkey on June 09, 2020, 01:01:32 PM
Quote
I feel that they're too easy to build and maintain, considering what they provide.

Sometimes I feel the same, but not because of low price or maintain (I can adjust them anytime). It is just something wrong there...

Probably the reason is infiniteness. Build&forgot thing. That is a really powerful stuff, it shouldn't be like that. Or is it?

Can not explain better, or suggest a way to fix.
is this compatible with already existing saves or will it brick them i have a colony up and running and dont want to lose it

It should be. Theoretically. That is for adding. Removing later would definitely break a save.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Serenitis on June 09, 2020, 01:06:13 PM
I'm aware of the issue with farming/aquaculture but I can't fix it until the API update in the next version of starsector. If you try to build the farming industry on a water world, it should be "corrected" to aquaculture within one in-game day by my script that runs once per day to correct this issue. If not, please let me know.
Noted, and thank you.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on June 09, 2020, 01:18:56 PM
Quote
I feel that they're too easy to build and maintain, considering what they provide.

Sometimes I feel the same, but not because of low price or maintain (I can adjust them anytime). It is just something wrong there...

Probably the reason is infiniteness. Build&forgot thing. That is a really powerful stuff, it shouldn't be like that. Or is it?

The player can already obtain an infinite amount of AI cores by farming high threat remnant systems. This is just an alternative way to obtain infinite AI cores which also costs money and takes up industry slots on your planets.

I think the default values are probably balanced such that it would be too costly to build Kletka Simulators until the player is already at a power level where they could be farming remnants for cores.

is this compatible with already existing saves or will it brick them i have a colony up and running and dont want to lose it

It should be. Theoretically. That is for adding. Removing later would definitely break a save.

It can always be added to a save in progress except if you've already installed a pre-5.0.0 version of this mod in that save. It cannot be removed from a save in progress.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: lethargie on June 09, 2020, 07:25:38 PM
is there a way to remove "thin atmosphere with this mod?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on June 10, 2020, 06:19:28 AM
is there a way to remove "thin atmosphere with this mod?

When you complete any planet type change project the thin atmosphere condition will be removed.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Mondaymonkey on June 10, 2020, 08:57:44 AM
Quote
The player can already obtain an infinite amount of AI cores by farming high threat remnant systems. This is just an alternative way to obtain infinite AI cores which also costs money and takes up industry slots on your planets.

Now, when I'm sober, I'll try to correct my own words, because now I see translation was not perfect.

Infinite AI cores are not the problem. As you mentioned, player able to farm remnants for infinite cores, and nothing wrong here.

Infinite process, not the infinite result, is the problem. Player able to arrange everything "in a right way" and then not be involved into process at all. It is just one more background process, player does not need to manage, and I believe he should manage it, if not constantly, but from time to time. Similar to vanilla pirate activity - from time to time player have to take care of it, even if it's boring it is an activity change.

Need a better example? I have it. Industrial evolution mod have supercomputer industry. Initially it was exactly the same infinite process, as Kletka simulators is. Many players suggest it is too OP, so SirHartley makes it consume AI cores. That kind of "nerf" is rather decorative, as players, who build this expensive structure, designed to be effective only to multiple-colony systems, are probably already able to farm remnant and have plenty of cores to supply that industry for decades. But not infinity. So player have to track, if he supplied enough Ai cores to his supercomputers for next 30 years. One more thing to manually manage.

Mentioned "add consumables to structure" solution won't work on Kletka simulators, 'tho. And I do not know, what exactly can help.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on June 10, 2020, 09:43:24 AM
Quote
The player can already obtain an infinite amount of AI cores by farming high threat remnant systems. This is just an alternative way to obtain infinite AI cores which also costs money and takes up industry slots on your planets.

Now, when I'm sober, I'll try to correct my own words, because now I see translation was not perfect.

Infinite AI cores are not the problem. As you mentioned, player able to farm remnants for infinite cores, and nothing wrong here.

Infinite process, not the infinite result, is the problem. Player able to arrange everything "in a right way" and then not be involved into process at all. It is just one more background process, player does not need to manage, and I believe he should manage it, if not constantly, but from time to time. Similar to vanilla pirate activity - from time to time player have to take care of it, even if it's boring it is an activity change.

Need a better example? I have it. Industrial evolution mod have supercomputer industry. Initially it was exactly the same infinite process, as Kletka simulators is. Many players suggest it is too OP, so SirHartley makes it consume AI cores. That kind of "nerf" is rather decorative, as players, who build this expensive structure, designed to be effective only to multiple-colony systems, are probably already able to farm remnant and have plenty of cores to supply that industry for decades. But not infinity. So player have to track, if he supplied enough Ai cores to his supercomputers for next 30 years. One more thing to manually manage.

Mentioned "add consumables to structure" solution won't work on Kletka simulators, 'tho. And I do not know, what exactly can help.

I see your point, but my goal with the Kletka simulator was to remove an aspect of the game that many players want to just automate once they reach a certain power level. If a player doesn't want to automate the acquisition of AI cores, then they can farm them like usual. I'm not sure what mechanic I could use to satisfy those who both want to use the Kletka simulator but don't want to fully automate the process.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Kiryuu on June 10, 2020, 12:31:04 PM


I see your point, but my goal with the Kletka simulator was to remove an aspect of the game that many players want to just automate once they reach a certain power level. If a player doesn't want to automate the acquisition of AI cores, then they can farm them like usual. I'm not sure what mechanic I could use to satisfy those who both want to use the Kletka simulator but don't want to fully automate the process.

I think that adding a consumable option to the structure would work. For example: AI lasts a set amount of time before it becomes "corrupted" or damaged in some way. Say, 12 months. That way, if you add an Alpha Core, it would last for 12 attempts, at average rates, that should be 3-4 Alpha cores, 3-4 Betas, and 3-4 Gammas, with 1-2 months not producing anything. It builds on itself, but the player would have to provide maintenance to the structure every so often.

I use 12 months as a stand in for time, but it should work with shorter periods, say 6 months, and then it becomes a gamble. You only have limited chances of getting an Alpha back,but you also have the chance of getting more than you put in.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: iamlenb on June 11, 2020, 01:21:26 PM
I think that having the Kletka simulator pop cores into existence based on chance works for your design goal, but I think that there's more that can be done with it.  If, like the supercomputer in industry evolution, it had it's own resource bin or if it could draw from the market storage/stockpile, it required both rare metals and domain artifacts AND it required a number of lower tier cores to build up a single higher tier core, then we have to make choices.

Do we build it on a world with 3 slots for mining/refining/Kletka combo?  If not, how do we get enough rare metal to the stocks on a regular basis?  Do we fill the storage with cores or use them elsewhere?  Beta cores are a meaningful choice now with Industry Evolution and I'd like to have some FOMO (Fear Of Missing Out) about my decisions, especially if I can't simply optimize and forget about it.

Finally, I'd love it if a remnant raid came knocking on the door every time an alpha was born.  Kick in the jump point door and lay waste to every colony in the system.  Claim every core in use.  Empty out the storage of cores.  Disrupt every industry utilizing a core.  Subvert the colony where the hapless player put an Alpha Core in charge - all of a sudden the orbital station is replaced with a Remnant station that starts spitting out Ordos.  Turn my system into a deserted wasteland ruled by ruthless and invincible machines that I put in charge.  Make the player scream about the unfairness of it all.

I dream big...  ragequit for the win.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Nextia on June 11, 2020, 04:11:57 PM
So, I'm quite far into a Nex playthrough with a crap tonne of mods at the mo (just over 18 years), and I can't for the life of me remember how to start the blue lobster seeding quest. I know it was something to do with pirates, but that's all I remember.

Any help?  ???
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: iamlenb on June 11, 2020, 04:58:23 PM
So, I'm quite far into a Nex playthrough with a crap tonne of mods at the mo (just over 18 years), and I can't for the life of me remember how to start the blue lobster seeding quest. I know it was something to do with pirates, but that's all I remember.

Any help?  ???

One of the pirate bases, I think it's the one named after a shadow in Latin.  I could be wrong,  There should be a quest available at the bar.  If you have not modded the number of bar quests in starsector config, you might have to come back several times for it to pop.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Nextia on June 11, 2020, 05:01:31 PM
So, I'm quite far into a Nex playthrough with a crap tonne of mods at the mo (just over 18 years), and I can't for the life of me remember how to start the blue lobster seeding quest. I know it was something to do with pirates, but that's all I remember.

Any help?  ???

One of the pirate bases, I think it's the one named after a shadow in Latin.  I could be wrong,  There should be a quest available at the bar.  If you have not modded the number of bar quests in starsector config, you might have to come back several times for it to pop.

Do you mean Umbra? I think I've long since invaded that and have it claimed for myself, would I still be able to obtain the quest?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Kiryuu on June 11, 2020, 09:30:31 PM
Do you mean Umbra? I think I've long since invaded that and have it claimed for myself, would I still be able to obtain the quest?

Yeah, that's the one. AFAIK, yes. From my current playthrough, I think I triggered the quest after I conquered it.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on June 12, 2020, 04:21:47 AM
I think that having the Kletka simulator pop cores into existence based on chance works for your design goal, but I think that there's more that can be done with it.  If, like the supercomputer in industry evolution, it had it's own resource bin or if it could draw from the market storage/stockpile, it required both rare metals and domain artifacts AND it required a number of lower tier cores to build up a single higher tier core, then we have to make choices.

Do we build it on a world with 3 slots for mining/refining/Kletka combo?  If not, how do we get enough rare metal to the stocks on a regular basis?  Do we fill the storage with cores or use them elsewhere?  Beta cores are a meaningful choice now with Industry Evolution and I'd like to have some FOMO (Fear Of Missing Out) about my decisions, especially if I can't simply optimize and forget about it.

Finally, I'd love it if a remnant raid came knocking on the door every time an alpha was born.  Kick in the jump point door and lay waste to every colony in the system.  Claim every core in use.  Empty out the storage of cores.  Disrupt every industry utilizing a core.  Subvert the colony where the hapless player put an Alpha Core in charge - all of a sudden the orbital station is replaced with a Remnant station that starts spitting out Ordos.  Turn my system into a deserted wasteland ruled by ruthless and invincible machines that I put in charge.  Make the player scream about the unfairness of it all.

I dream big...  ragequit for the win.

The problem with it drawing resources from storage is that the supply/demand system that vanilla industries utilize already handles that. It would be confusing to the player to have some industries demanding commodities to function, and others requiring the player to manually store resources on the planet.

As far as raids are concerned, the Kletka simulator generates a huge amount of pather interest. I think pather attacks are bugged right now, but if the strength of pather attacks was proportional to the pather interest, the Kletka simulator would require player attention now and again - to stop pathers from destroying the colony. I'm waiting to see how this gets implemented in future versions of Starsector. If pather raids don't become a serious threat, perhaps I will implement by own "remnant interest" mechanic...
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Serenitis on June 12, 2020, 04:55:52 AM
Some things to consider...
None of this is particularly pressing or vital though.

Terraforming options adding volatiles
While this is a very interesting and useful feature, I think it may be a little too "good".
Changing a planet to Frozen generates a volatiles resource with a value of +2, the highest possible.
While this could be explained as uncovering or otherwise making accessible new exploitable areas, this trivialises the presence of volatiles in a system removing part of the balance required to locate a suitable colony site.

There is already a precedent for generating resources "out of nothing" in this mod: Mining stations.
They generate expolitable ore resources with a value of +0. Enough to sell profitably, but not enough to run industry on it's own.

Would suggest that new Frozen worlds generate a volatiles resource with a value of +0 to bring it into line with the already extant Mining stations.
And all other instances of terraforming generating volatiles creates a -1 resource.
(-1 volatiles is still incredibly profitable.)

A sort-of counter to this, would be if you manage to find a means of dynamically generating a resource randomly from a specified range of outcomes. That would alleviate the concerns about always being able to ignore a resource due to being able to create it "on demand".

There's a similar thing with Food and Organics, although I don't really consider that an issue as they are somewhat unique in that neither are impressively profitable, so higher value resources don't make such a pronounced difference.
And both are "industrially" useful even at -1, so thier actual resource concentration is largely meaningless. If they're present at all they're enough.

Terraforming options
I would like to see the addition of Arid as an option for terraforming.
While Desert is similar to Arid, it is not the same. Deserts are considered only marginally habitable, while Arid is fully habitable. And it would be nice to have that option available if the player wants a hot dry option for improvement. (Jungles and Oceans being notably un-dry.)

From a technical standpoint, the inclusion of another entry in the selection list shouldn't overly clutter the screen. Although any more than +1 might run that risk.
(RIP Eccentric.)

Another thing to think about is possbily limiting the available terraforming choices based of the current temperature of the planet in question.
So it would not be possible to change a hot world into Frozen or Tundra without first adding shades. (These types cannot exist in vanilla with the hot condition.)
And likewise would not be possible to change cold worlds into Desert or Jungle (or Arid) without first adding mirrors. (These types cannot exist in vanilla with the cold condition.)
The rationale being that the current system doesn't really need the reflectors all that much, as every option is available from every starting point. Which itself leads to oddities such as a Frozen planet in a close orbit of a bright star with the "very cold" condition, but no shades.
Or hot Jungle planets in the outer system with no mirrors.
I would like to see the reflectors play an integral part of the terraforming process as they did in previous versions. (This current verison is a much better system, except for this one part where you've accidentally marginalised one of the coolest features - it's currently easier to use the systemwide options.)

The challenge here would be communicating the requirement for this extra step to the player.
Text on the terraforming options screen would likely be the easiest way.
Although "greying out" locked options with a "you need to build some reflectors" appended to the end of each one possibly being a slicker approach.

This mod has come a long way. And even as-is is incredibly impressive.
Trully excellent work!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on June 12, 2020, 07:56:43 AM
Some things to consider...
None of this is particularly pressing or vital though.

Terraforming options adding volatiles
While this is a very interesting and useful feature, I think it may be a little too "good".
Changing a planet to Frozen generates a volatiles resource with a value of +2, the highest possible.
While this could be explained as uncovering or otherwise making accessible new exploitable areas, this trivialises the presence of volatiles in a system removing part of the balance required to locate a suitable colony site.

There is already a precedent for generating resources "out of nothing" in this mod: Mining stations.
They generate expolitable ore resources with a value of +0. Enough to sell profitably, but not enough to run industry on it's own.

Would suggest that new Frozen worlds generate a volatiles resource with a value of +0 to bring it into line with the already extant Mining stations.
And all other instances of terraforming generating volatiles creates a -1 resource.
(-1 volatiles is still incredibly profitable.)

A sort-of counter to this, would be if you manage to find a means of dynamically generating a resource randomly from a specified range of outcomes. That would alleviate the concerns about always being able to ignore a resource due to being able to create it "on demand".

There's a similar thing with Food and Organics, although I don't really consider that an issue as they are somewhat unique in that neither are impressively profitable, so higher value resources don't make such a pronounced difference.
And both are "industrially" useful even at -1, so thier actual resource concentration is largely meaningless. If they're present at all they're enough.

I see your point about how the resource levels on some of the planet transformations may be too high. The problem is that terraforming costs a lot of time and credits which could be used to simply conquer high-value colonies in the core worlds. The bonus from terraforming has to be high to justify this cost. Plus, many players expect custom-terraformed planets to be superior to most of the randomly generated ones.

With regard to frozen planets, like you said, +0 versus +2 volatiles is not a huge difference once the colony grows to a decent size and has AI cores. Why lower the value and disappoint some players who spent time terraforming their world?

With regard to volatiles on terran planets, I originally didn't have them there, but I was worried that without them terraformed terran planets would always be inferior to terran-eccentric worlds like Eventide that have all four mining resources, and players would be disappointed by this. I could always have both terran and terran-eccentric terraforming options, but terran-eccentric would just be superior in most cases once the colony reaches a large enough size.

Making the resources dynamic would probably be a bad idea because players will be confused why their planet doesn't have the resources they expected it to have after they spent a lot of time terraforming it.

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.

The arid transformation has been requested several times and I think I'll replace the desert option with it. I want to use the last slot for the arcology/hive world type that I'm currently working on. Thanks for that texture!

I know that some players are disappointed by the simplicity of the new terraforming system compared to the old one, but overall the complaints about the complexity in the old system were so prevalent that I don't want to reintroduce requirements related to temperature, water, etc. Experienced players may prefer them, but I don't want to create a frustrating experience for first-time players.

Players can always "role play" by building reflectors before starting terraforming if they want to adhere to a higher level of realism. Also, everyone has different ideas of realism. For example, things like the greenhouse effect, albedo, biosphere, etc. can alter temperatures on a planet without using stellar reflectors. If I require reflectors for certain transformations, I will have people complaining about how it would be possible to do the transformation without the reflectors. It would be way too much work relative to the benefits to create multiple different terraforming systems (and the accompanying UI logic to grey things out) to satisfy everyone.

This mod has come a long way. And even as-is is incredibly impressive.
Trully excellent work!

You've been one of the biggest contributors of feedback and art assets since the beginning of this mod - thank you for all your help!

Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Mondaymonkey on June 12, 2020, 09:29:58 AM
Quote
Players 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.

Quote
The 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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on June 12, 2020, 09:51:29 AM
Quote
Players 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.

Quote
The 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.

Shai-Hulud will not be going anywhere. Arid worlds are considered deserts for the purposes of my mod.

Loading screen tips are a great idea. I'll put some of those in. "Do not lie to strangers" is only applicable to the gate quest - you can benefit from it in the lobster quest!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Uhlang on June 12, 2020, 11:14:27 AM
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.
And Alex once said that he has no intention to increase the building cap because it would serve no purpose in vanilla. Maybe he had a change of heart since then, but honestly, I wouldn't get my hopes up.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Mondaymonkey on June 12, 2020, 11:19:39 AM
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.

Quote
And 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?
Spoiler
Joke
[close]
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on June 12, 2020, 12:50:11 PM
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.

Quote
And 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?
Spoiler
Joke
[close]

The lore of my gates is that they use a giant version of the Astral carrier recall device to warp fleets around. The Astral recall device costs a constant amount of flux regardless of how many fighters are recalled, right?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: thebrownlord on June 16, 2020, 11:16:16 AM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Yunru on June 16, 2020, 04:30:00 PM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on June 17, 2020, 04:15:11 AM
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.

Which type of station in particular are you referring to? Can you post a screenshot?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Yunru on June 17, 2020, 05:09:30 AM
Here'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)
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on June 17, 2020, 06:28:02 AM
Spoiler
Here'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]

That's intended. The size of the mining station will actually increase once it reaches a certain population level. The larger sized mining station is equivalent to Citadel Arcadia in size.

If you want to increase the size earlier, you can modify the values in custom_entities.json. Thanks.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Shad on June 17, 2020, 08:22:35 AM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on June 17, 2020, 09:51:15 AM
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. Since it's already a terran-type planet, you'll get a big point requirement discount on the terran transformation project.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Mondaymonkey on June 17, 2020, 10:20:27 AM
Quote
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.

Just curious: if initial terran planet naturally has trace volatiles, will it disappear after terraforming into same terran type?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on June 17, 2020, 11:20:09 AM
Quote
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.

Just curious: if initial terran planet naturally has trace volatiles, will it disappear after terraforming into same terran type?

Terraformed terran-class planets have trace volatiles, so the trace volatiles will still be present after terraforming.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Mondaymonkey on June 17, 2020, 11:37:49 AM
Really? Haven't terraform anything into terran since long time ago. Only water and ice.

Terran is boring. IMO.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Mondaymonkey on June 18, 2020, 11:17:39 AM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on June 18, 2020, 11:29:34 AM
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.

Huh? Is the intention to make the gates change their appearance when a fleet flies through?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: runetrantor on June 18, 2020, 02:11:24 PM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on June 18, 2020, 04:03:05 PM
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.

The logic tries to spawn the gate within a small radius around the fleet at a spot where a stable location could be generated. If it can't find one, it spawns it at a random spot in the system where a stable location could be generated.

To spawn the gate next to your fleet, you have to place your fleet somewhere that a stable location could be generated. Usually right on top of planets or near a star won't work.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Mondaymonkey on June 19, 2020, 07:08:08 AM
Quote
Is 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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on June 19, 2020, 07:17:43 AM
Quote
Is 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.

A gate animation could be done using the same method as the lights overlays on stations but it would be much more time consuming to code and create the art assets. Besides, I think having the blue warp bubble in my gates at all times makes them visually distinct from the inactive gates so the player doesn't become confused. If the bubble only pops in when the gate is activated, I think that would actually be a bad design decision.

Regarding the images you posted, the problem is that the lighting seems incorrect. There shouldn't be shadows or halos on the warp bubble because light from another star is coming through it. It's not a flat surface where shadows could be cast.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Mondaymonkey on June 19, 2020, 07:46:15 AM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on June 19, 2020, 08:00:28 AM
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.

My code is entirely dependent on the vanilla stable location generation code. I don't want to copy/paste the vanilla code just to make small changes.

I initially tried to write my own code for where to spawn the gate, but there were just an endless number of edge cases that were becoming impossible to account for, so I gave up and just used the stable location code instead. I don't see a compelling reason to wade back into those problems considering that if the player chooses a reasonable spot it will almost always work correctly.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: captinjoehenry on June 21, 2020, 10:07:46 PM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on June 22, 2020, 04:19:41 AM
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.

No, I don't think gas giant terraforming will ever become possible with this mod. Sorry!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Mondaymonkey on June 22, 2020, 05:15:35 AM
Quote
gas giant terraforming

Oxymoron! Like "non-alcoholic vodka"!

On the other hand, some gas giants theoretically could be Solarformed (or rather Stellaformed). Still that is a heresy even in a Tzeentch's eyes.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Uhlang on June 22, 2020, 08:47:31 AM
Actually, it's theorized that gas giants may lose their atmospheres and become telluric (https://en.wikipedia.org/wiki/Chthonian_planet), and that's exactly what happened to Kazeron in Starsector lore, so terraforming gas giants isn't that absurd of an idea.
Though, that's an endeavor for Kardashev Type II-III civilizations, not for the angry space monkeys in the Persean sector.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: Unnamed_Shadow on June 22, 2020, 02:24:29 PM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: boggled on June 22, 2020, 02:42:22 PM
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 considered this, but the problem is that gas giant colonies are already cloud cities, right? Adding some sort of upgrade wouldn't make sense.

The high hazard rating for gas giant colonies would seem to be consistent with the inherent problems a cloud city would face, such as extreme storms, high gravity, keeping a massive city afloat in the atmosphere, keeping the toxic (and possibly corrosive) atmosphere out of the cloud city, hazardous pressure and temperature, poor visibility, etc.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: deaxsa on June 23, 2020, 07:40:03 AM
I'm not finding the ability to create arid planets. Desert is available, but not arid.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: boggled on June 23, 2020, 07:42:28 AM
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?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: deaxsa on June 23, 2020, 07:48:43 AM
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?

I hadn't, my own fault for not reading the changelog. Thanks. And thanks for the mod, it rocks!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: Cervus on June 23, 2020, 10:26:47 AM
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?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: Mondaymonkey on June 23, 2020, 10:42:21 AM
Regarding to Arcology buildings:

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).

P.S. Nice job with update!
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?

IIRC it already available on arid planets. For the great justice! © This is heresy!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: boggled on June 23, 2020, 11:27:08 AM
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...

Yeah, I think you're right that the stability boost isn't powerful enough. I'm anticipating that the next version of starsector will be released soon and I don't want to code in removing pirate and luddic path activity yet before I see if/how they get changed in the next update.

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.

In light of the relative weakness of the other two arcology-unique structures, I figured this one needed to make it worth the hassle to create an arcology world. That being said, the pheromone splicer is already significantly less powerful than the vanilla cryorevival facility. Perhaps if/when I buff the other two structures or add new ones, I will reduce the bonus on the pheromone splicer.

Originally I made arcology transformation irreversible but I thought that players who don't read the tool tip might become frustrated later on when they discover they can't change their planet to another type.

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).

I think -50% hazard from a building slot is very powerful. I'm not sure what other mods players might be running that offer something so strong they would pass that up. Hazard reduction will massively increase colony profitability.

+1 production to other buildings is a good idea, although I haven't looked into whether it will be possible to apply that to vanilla industries without conflicting with other mods.


On a related note, once the new version of starsector is released I'm planning to implement a "remnant interest" mechanic similar to the luddic path cells. Hopefully I can use that to balance some of the more powerful buildings/features I've introduced in this mod while also requiring more engagement from the player (ex. with the Kletka simulator).
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: Mondaymonkey on June 23, 2020, 11:39:45 AM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: boggled on June 23, 2020, 12:19:39 PM
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.

The farming industry building is not automatically removed, but it will produce no food.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: Uhlang on June 23, 2020, 02:34:33 PM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: boggled on June 23, 2020, 06:37:35 PM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: Uhlang on June 24, 2020, 02:57:55 AM
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.
Sorry if I'm making this look like a bigger deal than it is.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: Baleg Qhan on June 24, 2020, 03:36:48 AM
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!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: boggled on June 24, 2020, 04:25:10 AM
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.
Sorry if I'm making this look like a bigger deal than it is.

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). What if I implement an arcology-unique building that can produce food without taking up an industry slot?

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'm glad you're enjoying my mod!

Originally gates were included in the mod name, but I had to reduce the name length so there wouldn't be text formatting issues with it in-game. Also, I think gates are probably one of the more controversial features in this mod, and I don't want players to see the name and be turned off without realizing they can disable gates if they don't want to use them.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: EatLikeAnOuroboros on June 24, 2020, 04:48:42 AM
This mod is great! One question though, how do I terraform into an Arcology? Is it locked behind a questline?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: Uhlang on June 24, 2020, 05:10:24 AM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: boggled on June 24, 2020, 08:27:48 AM
This mod is great! One question though, how do I terraform into an Arcology? Is it locked behind a questline?

Nope. Are you on the latest version of the mod? Can you terraform to other planet types besides arcology?

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.

I'll look into how US handles this to see if it's possible for this mod.

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.

True enough. Maybe I can tie the food production into another structure so all the building slots don't get consumed so quickly.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: ebolamorph on June 24, 2020, 11:03:31 AM
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 list
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: Yunru on June 24, 2020, 01:09:42 PM
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 list
That's hardcoded.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: Fen on June 24, 2020, 08:36:40 PM
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.

This was gonna be my suggestion too. If it's possible for the arcology project to add a colony condition that counters the food demand, that'd absolutely be the best way to go in my opinion. If it isn't possible, then ah well, I can live without it.

Also agreed on the point about building slots. Whether or not something takes an industry slot isn't really an issue in my opinion, especially with Nexerelin giving us the ability to make colonies autonomous (effectively letting us run as many colonies as we like), it's the 12 slots per colony that's the real problem that has to be worked around. Looking forward to 0.9.2 when that should hopefully be addressed, but until then, that's the real limitation we have to work around.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: EatLikeAnOuroboros on June 24, 2020, 08:45:20 PM
Nope. Are you on the latest version of the mod? Can you terraform to other planet types besides arcology?

Ah yeah I woke up and started my game and Nex told me to update. Thanks anyway, super cool mod
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: Uhlang on June 26, 2020, 06:05:04 AM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: boggled on June 26, 2020, 06:39:00 AM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: Uhlang on June 26, 2020, 08:22:54 AM
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.
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.
I would have suggested locking this type behind higher planetary population sizes, but you have a point about even the highest sizes in Starsector being too small.
I guess they're just another endeavor that's too much for the sub-K1 civilization in the sector.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: yourleader on June 26, 2020, 08:27:59 AM
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.

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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: Mondaymonkey on June 26, 2020, 08:42:27 AM
Quote
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.

Something like already existed hydroponic industry???

Dude, turn it on in a settings:

Code
"boggledHydroponicsEnabled":true,

Quote
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.

That is rather suggestion for industrial evolution mod.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: Mondaymonkey on June 27, 2020, 12:52:51 PM
Suggestion: Pheromone Splicer should take an industry slot.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: boggled on June 27, 2020, 01:31:56 PM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: Strangelove on June 27, 2020, 03:26:34 PM
Any particular reason why domain-era archaeology doesn’t provide any artifacts for the player specifically, as in, put it in his storage?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: Mondaymonkey on June 27, 2020, 09:41:54 PM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: boggled on June 28, 2020, 07:47:13 AM
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.

Commerce is the only industry that doesn't produce a commodity that I'm aware of, and commerce by definition is an industrial activity. I think if the Pheromone Splicer is overpowered I should just reduce the growth multiplier instead.

I can't think of any commodity that it would be reasonable for arcology buildings to demand. I would say Domain-era artifacts, but that wouldn't make sense because all three of them are close to being feasible using even modern day Earth technology.

Any particular reason why domain-era archaeology doesn’t provide any artifacts for the player specifically, as in, put it in his storage?

It does place artifacts in storage, similar to how other commodity producing industries do. You do have to pay if you draw down the stockpile however.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: Strangelove on June 28, 2020, 01:21:10 PM
Perhaps it’s a bug but I’ve never had it placed in my storage.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: boggled on June 28, 2020, 04:42:20 PM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: Fen on June 28, 2020, 09:44:13 PM
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.

I think you misread their question. They're asking why it doesn't provide any in the player storage, like how the Variable Assembler from Industrial Evolution does. imo the reason is pretty simply that there's little reason to as they're intended to be used for industry upkeep, so it makes sense for you to have to buy them off your colonies, but I'm also not the mod maker xP
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: ebolamorph on June 30, 2020, 12:26:32 AM
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 list
That'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 scrollbar
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: Fen on June 30, 2020, 03:48:53 AM
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 list
That'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 scrollbar

IIRC, it is one of the things planned for 0.9.2
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: Mondaymonkey on June 30, 2020, 07:14:46 AM
IIRC it was not announced it would be in 0.9.2 or ever later.

Sill praying it will.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: Mondaymonkey on June 30, 2020, 10:35:58 AM
Crimson world (US) counts as desert/arid type?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: boggled on June 30, 2020, 12:23:38 PM
Crimson world (US) counts as desert/arid type?

Correct.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: Mondaymonkey on June 30, 2020, 08:58:19 PM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: Chairman Suryasari on June 30, 2020, 11:22:24 PM
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!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Algester on July 01, 2020, 12:33:04 AM
question are gifted astral gates supposed to have no generated admins or does the logic of first building them and then subsequently give them to factions be the better alternative

I know the gifted stations have no admin when first created, but does an admin get assigned by the receiving faction automatically sometime later? If not, I will have to correct this.

I considered allowing the player to gift already-constructed gates to other factions, but the problem was that there's quite a few conditions that have to be met in order for the player to gift a gate, and I didn't want to have a situation where the player built a gate only to find that they're not able to gift it.
sorry for replying now as far as I have observed no the gates dont get admins after months
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: Yunru on July 01, 2020, 01:06:48 AM
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?
Just visit the config file.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: boggled on July 01, 2020, 05:05:26 AM
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.

I'll add a requirement to the spice industry that the world be hot.

question are gifted astral gates supposed to have no generated admins or does the logic of first building them and then subsequently give them to factions be the better alternative

I know the gifted stations have no admin when first created, but does an admin get assigned by the receiving faction automatically sometime later? If not, I will have to correct this.

I considered allowing the player to gift already-constructed gates to other factions, but the problem was that there's quite a few conditions that have to be met in order for the player to gift a gate, and I didn't want to have a situation where the player built a gate only to find that they're not able to gift it.
sorry for replying now as far as I have observed no the gates dont get admins after months

Alright, thanks for letting me know. I'll look into fixing this for my patch.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: ebolamorph on July 03, 2020, 01:08:12 AM
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?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: Bucket on July 03, 2020, 03:05:33 AM
Will there be a specialization to remove viruses conditions from Unknown Skies?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: boggled on July 03, 2020, 05:09:07 AM
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?

Yes! You have to enable it via the settings file for this mod though.

Will there be a specialization to remove viruses conditions from Unknown Skies?

No, I don't have any plans to implement that right now. Sorry!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: Rendor on July 03, 2020, 09:28:03 PM
How to finish "Penelope's Secret" (find the source of the transmission) quest? I have no waypoints or additional information about it
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: Mondaymonkey on July 03, 2020, 09:44:19 PM
Haven't I predict it will happen? Takes much more time, than I thought.

How to finish "Penelope's Secret" (find the source of the transmission) quest? I have no waypoints or additional information about it

You have additional information. Quest gives you plenty of hints.

Or, you can do it in a fast way. Here is spoiler for you:

Brace yourself for spoiler.
Travel to Penelope Star system and find Aeolus gas giant there. And DO NOT LIE TO A STRANGERS.
[close]
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: boggled on July 04, 2020, 03:58:56 AM
Haven't I predict it will happen? Takes much more time, than I thought.

You did predict this, but so far only a couple of people have requested help with the riddle. I'm guessing most players are able to solve it without assistance, either through knowledge of literature or knowledge of how to dig through the mod files to find the right planet.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: Mondaymonkey on July 04, 2020, 04:44:37 AM
That is a rare situation, when I am happy about being so wrong.

Feel so guilty of underestimating average SS player.  :'(
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: Yunru on July 04, 2020, 04:53:06 AM
I unfortunately got spoiled on the riddle while scanning all the things.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: Fen on July 04, 2020, 06:49:50 AM
I always play with randomized core worlds so never cared to solve it, personally xP
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: Morrow on July 07, 2020, 06:26:19 AM
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?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: boggled on July 07, 2020, 06:28:49 AM
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?

It is not possible using this mod. A console command could do it, but writing the command wouldn't be trivial.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: Morrow on July 07, 2020, 07:21:00 AM
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: java
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));
        }
    }

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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: boggled on July 07, 2020, 07:45:07 AM
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: java
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));
        }
    }

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.

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: java
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));
            }
        }
    }
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: Morrow on July 08, 2020, 11:23:09 AM
I loved the quests!  Stuff like this gives me a lot of hope for some seriously awesome adventures in future iterations of the game.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: Mondaymonkey on July 11, 2020, 08:44:43 AM
BTW, I have literally crazy suggestion. Shall I made it now or keep for a better time?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: boggled on July 11, 2020, 08:53:52 AM
BTW, I have literally crazy suggestion. Shall I made it now or keep for a better time?

My boss is on vacation next week so I'll have plenty of time to implement it. Go ahead!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: Mondaymonkey on July 11, 2020, 10:05:56 AM
*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...
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: boggled on July 11, 2020, 11:00:06 AM
*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...


This is an interesting workaround for the 12 building slot problem, but I think from a technical standpoint it just won't be feasible. Creating an entirely separate market with buildings will lead to endless bugs and compatibility problems. Mods like Nex will likely have to make changes to ensure it's supported correctly, or I would have to patch my mod every time Nex or another mod that interacts with markets changes a feature.

Further, I think the UI would be very confusing because I won't have a convenient place to print out all the information about the current terraforming project status. If the projects become individual "buildings" to construct on the TP market, the UI tooltips will make no sense. What would a player think if they see an option to install a nanoforge in a terraforming project?

Besides, I'm hopeful Alex will simply add a building scroll bar in the next update, which will completely resolve this issue.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: Mondaymonkey on July 11, 2020, 11:09:38 AM
*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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: boggled on July 11, 2020, 11:25:50 AM
*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.

I'm not so sure about this being a good idea. It's more realistic, but it will increase complexity and players may get frustrated if they don't understand why their terraforming buildings aren't accomplishing anything.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: Mondaymonkey on July 11, 2020, 11:33:21 AM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: boggled on July 11, 2020, 12:01:57 PM
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.

I think this would also not be feasible due to technical problems. Vanilla and other mods rely heavily on the existence of the Population and Infrastructure building and removing it would likely create serious problems. I know some of the arcology buildings have balance problems or aren't interesting enough to warrant a building slot so I'm going to be making changes to them. Here's the current planned changes:

-Aquarius Protocol removes pirate activity and luddic path cells.
-Pheromone Splicer reduces stability.
-Smart Grid increases production by +1 for all industries.
-New "Soylent green" arcology-unique industry that creates lots of food at the cost of reducing population growth and stability.

I don't want to tie all the arcology-unique building effects into a single structure or condition because the player might not understand where all the effects are coming from, or even know that they exist. The 12 building limit is unfortunate, but I think making the player plan what to build instead of just building everything isn't necessarily a bad thing.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: Taikonaut on July 11, 2020, 03:31:57 PM
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.
Could also implement unique buildings for this such as:
"Flash Cloning Centre"
outputs organs and slightly increases pop
"Heavy Assembly District"
basically Heavy Industry but with greater output and increased demands (also demands a few units of drugs cuz it's depressing as *** and organs because of "accidents" in the assembly line)
"Autnomous Drydocks"
Enhanced version of Orbital works
"MediCare facilities"
Produces drugs
"Orbital Defense Platforms"
Basically heavy batteries with greater groundforce and stability
"Recreation Enjoyment and Leisure District"
Produces luxury and consumer goods
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: boggled on July 11, 2020, 04:16:17 PM
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 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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: Taikonaut on July 11, 2020, 06:00:43 PM
Quote
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 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.
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)
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: Chikanuk on July 11, 2020, 11:25:48 PM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: Mondaymonkey on July 12, 2020, 01:24:34 AM
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.

You can define it in settings file.

Also I recommend you to enable cramped quartets.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: Chikanuk on July 12, 2020, 01:42:39 AM
Yeah, i already did both things. Im about default settings. Cuz i know many (wel, actually 3-4, but for starsector its many) players, who judge this mod by its default settings. Like -"Wow this stations super op, i think i will not use them".
This is why i made such suggestion.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: Mondaymonkey on July 12, 2020, 02:01:20 AM
You are not the first. Frequently asked suggestion.

Defaults are as they now because TASC stations meant to be in par with vanilla, and all vanilla stations are exactly at 100% hazard and no cramped quarters (although they do not grow or build structures in vanilla). Plus some compatibility issues can be with other mods, but mostly theoretical.

But generally I am totally agree with you, that it should be by default together with some other features.

I would suggest to change defaults with more "enable" and create separate "light" settings version for compatibility, if someone would need it. However, that is definitely additional troubles.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: Yunru on July 12, 2020, 02:28:33 AM
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
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: Mondaymonkey on July 12, 2020, 02:37:42 AM
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?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: Yunru on July 12, 2020, 03:20:34 AM
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?
You're right, my tired mind started off with 10^6 being a billion. (Or rather, 10^3 being a million.)
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: Uhlang on July 12, 2020, 05:06:15 AM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: boggled on July 12, 2020, 09:40:23 AM
Quote
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 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.
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)
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.

I don't think a forge world terraforming project would make much sense. That's more of an economic or sociopolitical designation rather than a set of unique environmental conditions. I think a "forge world" industry that takes up more slots but produces more supply would be interesting, but this isn't the mod for it.

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.

Isaac Arthur is pretty great, and I think you're correct that from a realism standpoint stations should likely have relatively low hazard and terrible "ground" defense.

I think the proper way to balance stations is to restrict population growth, but I don't want to make that the default setting because with vanilla/Nex the stations have no population growth restriction. As I've said previously, I hope that vanilla and/or Nex implement some sort of population growth restriction so I can follow suit and make that the default setting.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: Mondaymonkey on July 12, 2020, 10:19:23 AM
Quote
because with vanilla/Nex the stations have no population growth restriction.

You know which is the reason why vanilla stations does not have growth restrictions? That is the combination of simple facts:

-Vanilla does not allow player to have stations.
-Vanilla does not allow NPC markets to grow.

It would be strange if vanilla had a grow restriction to market that is unable to grow at all.

It is you, who give player ability to have stations, and you are not obligated to look back on vanilla, as a pioneer. When you enter a new land with no rules, it is your right to establish you own, showing a middle finger to what left behind.

I have more reasons. But every time I try to translate them into English, they look rude or even insulting (originally they are not, I swear).

P.S. Regarding to Nex stations... *** Nex and *** it's stations! No offense, Histidine! 
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: Yunru on July 12, 2020, 10:28:19 AM
I would like to point out you can both enable growth restrictions, and apply them to vanilla stations.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: Chikanuk on July 12, 2020, 09:52:59 PM
Agree with Mondaymonkey about gameplay perspective.
Now about O'Neill cylinders and stuff in general and why im sure it must have high habitability (sorry for poor eng. btw):
Its because space, "want" to kill you. Rare planet have same lvl of danger as open space.
If you want to construct stating where hundreds of thousands (or even more) ppl live on regular basis, you need to have safety mechanism of safety mechanism of safety mechanism to every system. Ask any real engineer, and he will tell you — EVERYTHING what can be broken will be, most of the time in most inappropriate moment.
And in space every time it will cause huge problems, at best. At worst, it will kill everyone on the station.
1. You waste processing facility is broken and need 2 weeks to repair? Too bad, imagine being lock inside your room with toilet removed.
2. Water recycling broken? Hope engineers will fix it before water reserves run out, which btw can be huge, like on planet.
3. Power shortage? At best, it will cause huge panic. Inside dark station corridors. With delicate machinery... Yeah.
4. But this is only "minor" issues.
5. Shielding is broken? Well, anyone, who didn't by those lead underwear what was on sale last month will regret this.
6. Air recycle system broke? You will have few hours before everyone dies.
7. Reactor gone full Chernobyl? Everyone will be dead.
8. Asteroids and asteroid clouds. Solar flares... Etc. etc.
And dont forget about psycology. This is why submarine crew consist on trained and selected marines, not just random dudes with wifes and childrens.
On planet, atmosphere, gravity, surface and magnetic field — they all your friends, who will protect you for free. Even on bare rock you can simply bury you stating inside in and have decent protection. And you will have much more extra space for storage. On empty space it's up to you.
This is why habitability on stations must be high, cuz its parameter, which show us, how difficult and costly to live on given place.
For example, with game technology I'm sure you can build a palace in the middle of lava lake. But it will cost you much more than building same palace on earth-like planet with mild climate.
This is I'm sure, what no way its possible to have station, which will be cheaper and safer than settlement on living world. With can be hot, have active tectonics or strong storms... But humanity face it since the beginning and can handle it even without space-lvl technology.

Btw, whole idea about O'Nill cylinders is pure sci-fi. These things are completely impossible in foreseen future. And tbh, original idea have some serious engineering flaws. Like this huge mirrors and stuff.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: Chikanuk on July 12, 2020, 10:03:04 PM
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?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: Mondaymonkey on July 12, 2020, 11:08:59 PM
@Chikanuk

You are exaggerating. Yes, space is a dangerous place to live, but once you make all safety preparation and duplicate systems - it isn't that bad. And as your station get bigger - it became even easier, as more and more decks now surrounded with other decks, not cruel vacuum with space rays. And the more independent sections you have - the more potential backup sources and shelters you have in case of emergency. Potentially even safer than on planet, because stations do not suffer some logistic problems, planets do.

Hazard level should be higher than on planet because of other reason - constant maintenance. If you build a power plant on surface - you does not need to check foundation often, as giant piece of concrete will be fine for centuries. But if you build the same plant on space station, any "foundation" it could potentially have will not take that long, mostly because station could not be fully stable and any bulkhead will suffer continuous dynamical stress, that will lead to spontaneous (sometimes catastrophic) breakdowns. Yes, it could be (and should be) prevented with early diagnosis and repairs, and it is not even a hard thing, problem is - it is constant check&repair process you are unable to stop and have to waste resources for that.

And that is not all. Off course, some industries benefits from zero gravity, as some physical/chemical process are much easier in space. But most of the industrial activities (and a living infrastructure) requires constant directional force field (gravity) to function normally. Imagine milling-machine with no gravity... That is a hell with zero visibility and constant clogged airfilters. Dust, steam, any liquids or opened fire is a disaster with no gravity. So you need to make it, and it's even not that hard - spinning sections are easy solution. But when something is constantly spinning - maintenance problem started. Friction, you unable to avoid will do hell a lot of problems in connection point, staring from material deterioration and finishing with sealing problem. Again constant check&repair.

So, yeah, hazard level should be a little bit higher, than on decent habitable planet.

Quote
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?

Again. Station do have atmosphere (inside) and the bigger it became the less is surface that contact the vacuum.

Stations do not suffer from extreme cold or heat - there are stable temperature inside because of cooling/heating systems, that are not that expensive in maintenance. Yes it's a additional maintenance penalty, but not as big as would be on planet, as it is relatively easy to normalize temperature when surrounding environment is vacuum not surface&atmosphere with thermal conductivity. Consider stations as large thermoses.

Darkness - no more than on planets. Inside of a station is no darker than inside large surface buildings - they all have artificial lighting. So I wouldn't apply this to stations at all.

And gravity... well you can create any gravity you need on stations. So except of minor maintenance penalty - no problems with that.

So, no, I doubt it will be 200%. Rather 125-150%.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: Chikanuk on July 12, 2020, 11:38:10 PM
Quote
And the more independent sections you have - the more potential backup sources and shelters you have in case of emergency
I 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.
So I disagree on this point.
Quote
Hazard level should be higher than on planet because of other reason - constant maintenance
This 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.
Quote
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.
Quote
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: Uhlang on July 13, 2020, 12:27:19 AM
It's no secret that space wants to kill you, but it has its benefits too, such as no outside gravity or atmospheric pressure.
Fending off storms and tectonic activity in entire worlds with gravity, atmospheres, and biospheres we're not evolved for seems harder than maintaining a relatively small space structure that can be built and reshaped to our liking.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: boggled on July 13, 2020, 05:19:38 AM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: Taikonaut on July 13, 2020, 03:55:33 PM
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?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: ZeCaptain on July 13, 2020, 04:05:04 PM
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?

Throw enough Alpha AIs at it and DRM shouldn't be a problem anymore.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: Yunru on July 13, 2020, 04:10:27 PM
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?
Right, but that was after a golden age. They'd already done the innovating.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: Uhlang on July 14, 2020, 03:02:38 AM
Found some lore relevant to the current topic.

Quote
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.    

–In-Game Description

    Station Conditions

        Population04
        Population: Tens of thousands of people live on Derinkuyu Mining Station.

        Hazard Rating: 100%
A bunch of Atlases welded and duct taped together are canonically less hazardous than the vast majority of planets.
Make of that what you will.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.0)
Post by: Mondaymonkey on July 16, 2020, 07:50:49 AM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.0)
Post by: boggled on July 16, 2020, 10:15:33 AM
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.

I don't think randomly generated blueprints for structures would add anything compelling to the gameplay. The player is already prevented from using terraforming in the early game due to the money requirements so there's no need for blueprints. If I do add blueprints, they would have to be unlocked from a quest, but the quests take an enormous amount of time to create and I don't want to burn myself out making more.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.0)
Post by: Mondaymonkey on July 16, 2020, 10:34:54 AM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.0)
Post by: boggled on July 16, 2020, 10:57:27 AM
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.

You mean like the random ship blueprints the player finds from salvaging, exploring ruins, etc.? Like I said earlier, I don't think randomly dropping blueprints for TASC structures would add anything interesting to the gameplay - only frustration.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.0)
Post by: Mondaymonkey on July 16, 2020, 11:06:39 AM
only frustration.

Spoiler
(https://i.imgur.com/mDSRtyG.jpg)
[close]

However, probably that is a thing that will yeld less benefits, than efforts spent... So you probably right.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.0)
Post by: Uhlang on July 16, 2020, 01:22:20 PM
The question of "why do I have all this Clarketech?" can be easily solved with a dash of role-playing, anyway.
Quests to get the blueprints would be cool but they're not worth it when you can just say you're someone with ties to Mayasura/EUTC or just some nobody who hit the tech-mining jackpot right before the start of the game.

Also, good call on the stability penalties. They make the bonuses from Aquarius Protocol a lot more useful, which I assume was the intention.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.0)
Post by: Chikanuk on July 16, 2020, 01:31:18 PM
I agree with author on this topic. This is not some sort of challenge or achievement. This is pure RNG about main mod mechanics, which is bad idea in general. And some people will get it in first months, while some not even after 20 in game years.
It's not like you ask what those blueprints to be locked behind some sort of fleet size boss ship\station. No, just "surprise mechanics". No challenge, just a gamble.
More quests will be nice (I have a wet dream about space rangers lvl of quests in starsector), but not necessary.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.0)
Post by: boggled on July 16, 2020, 02:56:30 PM
"why do I have all this Clarketech?"

I would argue that the Kletka Simulator is the only colony building in this mod that would require new physics or extreme technological advancements. It's hard to justify needing a blueprint for some of the buildings when they could feasibly be constructed in real life right now if we had enough money, or they already exist in real life (ex. Aquarius Protocol).

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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.0)
Post by: Chikanuk on July 16, 2020, 03:23:41 PM
Quote
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!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.0)
Post by: Uhlang on July 16, 2020, 05:56:13 PM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.0)
Post by: boggled on July 17, 2020, 04:33:04 AM
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.

This is a pretty good idea. Instead of limiting it to only cold worlds, perhaps I'll make the upkeep costs vary depending on the temperature of the world. I don't want to implement this right away because people who update in the middle of a save will be annoyed by the increased upkeep. I'll wait until the next starsector update comes out so everyone will be starting from a new save.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.0)
Post by: Uhlang on July 17, 2020, 07:55:24 AM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.0)
Post by: Mondaymonkey on July 17, 2020, 09:24:27 AM
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.

And ability to build Nexuses.

Spoiler
Joke
[close]

I see nothing bad in additional AI involving. In the universe, where AI is literally best way to make a serious calculations (and ultimately to do anithing) it would be strange if they not appear somehow in that kind of story. BTW I would not be surprised if EU lore-based used an AI in their terraforming projects.

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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.0)
Post by: Chikanuk on July 17, 2020, 09:58:41 AM
Quote
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.
Well, this is sad. Right now justice is game kinda stupid:

-Stop right here criminal scum! What we got here? 100 tons of drugs and organs, harvested from innocent people?... YOU ARE VERY NAUGHTY BOY! We are very disappoint! BAD! Now we just destroy this bad stuff and you free to go.

Right now its literally only 2 options - "you are bad boy, give up bad stuff and go" or "kill him on sight". And if prison mechanics impossible - make at least money penalty happens.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.0)
Post by: Mondaymonkey on July 17, 2020, 10:12:54 AM
Problem is not in speeding time on map. SS isn't comfortable in text quest writing. "Continuous hemorrhoids" kind of things. Do you remember how many different choices "prison" have? Even half of that amount will lead any modder to suicide.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.0)
Post by: RedPirateKing on July 20, 2020, 11:24:01 AM
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
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.0)
Post by: Mondaymonkey on July 20, 2020, 11:40:17 AM
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 might be wrong, but DIY planets works with completely different mechanism, so theoretically they can exist at the same, causing no problems. Until you start to terraform a single planet in a two ways at the same time.

You can always try set:

"boggledTerraformingContentEnabled":false,

In settings.json of TASC mode.

Although, there are no guaranty mods are compatible even with this. Plus I am not sure if DIY terraforming structures would be prohibited on TASC stations (they should be) and what will happen if you try to build them there...

Whatever the result would be, please make a post of that. And do not forget to made a backup save file before TASC installing, as it could not be removed from existing game.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.0)
Post by: Vocation on July 20, 2020, 05:06:36 PM
I guess if you really want to gate some content you can just make a building or industry that is like a "research lab" then you get special menu to research and invent the other buildings.

Also guys, remember that starsector is space game with magical phase tech and stuff. Normal physics doesn't completely apply. 
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.0)
Post by: Uhlang on July 21, 2020, 01:50:58 AM
You don't even have to look at phase tech. Hyperspace is just pure fantasy and any sort of FTL is simply impossible because it breaks causality, conservation of mass and energy, and is essentially time travel, yet both of those things are part of Starsector's core mechanics.

Still, if you're making a lore-adjacent mod, real science is about the only compass you have left once you're out of lore.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.0)
Post by: onychannel on July 24, 2020, 04:29:50 PM
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.

Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.0)
Post by: onychannel on July 24, 2020, 04:32:38 PM
Also I should clarify that the two colonies are not in the same constellation (approax 4ly away)
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.0)
Post by: GeneralWaffles on July 24, 2020, 04:33:41 PM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.0)
Post by: boggled on July 24, 2020, 05:19:56 PM
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.



The variable assembler is from the Industrial Evolution mod, not this one. You'll probably have better luck sorting this out by asking in the thread for that mod.

https://fractalsoftworks.com/forum/index.php?topic=18011.0

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.

The GECK/EUTECK has been removed from this mod. You can now terraform any type of planet without needing a GECK by using the new terraforming points system.

Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.0)
Post by: onychannel on July 24, 2020, 06:11:14 PM
>The variable assembler is from the Industrial Evolution mod, not this one. You'll probably have better luck sorting this out by asking in the thread for that mod.

Apologies, too many mods.

Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.0)
Post by: Mr_8000 on July 25, 2020, 12:32:00 PM
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]
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.0)
Post by: Serenitis on July 26, 2020, 03:53:31 AM
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]
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.0)
Post by: boggled on July 27, 2020, 05:21:30 AM
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]

This is definitely a bug and I'll issue a patch to fix it soon. Thanks for letting me know!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: NephilimNexus on July 28, 2020, 04:09:20 PM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: boggled on July 28, 2020, 04:18:27 PM
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.

Stellar reflectors add terraforming progress points now. They don't change temperatures automatically - that must be done using terraforming projects. Stellar mirrors do remove the poor light condition immediately though.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: NephilimNexus on July 28, 2020, 06:10:06 PM
Fair enough, 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.

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?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: Mondaymonkey on July 28, 2020, 07:17:40 PM
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.

Not exactly. If you run any terraforming project, temperature will be adjusted to that's project value. So, if you have cold barren world and make it terran - temperature will be normal. If you have hot water world and make it water again (same type projects allowed) it will loose hot condition. If you choose frozen project - final temperature will be "Extreme cold", etc.

Although, I will not mind to have "normalize temperature project" for those unknown skies planets I do not want change type. And "normalize atmosphere" if we here already.

And for the gas giants... Is it realistic to change their temperature via stellar reflectors (or any other way)? I am a known terraforming optimist, but see no possibility to apply temperature change on those objects.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: NephilimNexus on July 28, 2020, 07:33:40 PM
So mirrors on the gas giant are just a waste of money?  I'll take them down, then.  I figured they'd unlock some hidden temperature change option.  My mistake.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: Mondaymonkey on July 28, 2020, 07:41:56 PM
So mirrors on the gas giant are just a waste of money?

Not exactly.

1. They looks awesome!
2. Gas giants at certain conditions can be adjusted with "Ouyang optimization" project, that IIRC requires terraforming points, that can be obtained by stellar mirrors.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: Mondaymonkey on July 28, 2020, 08:10:47 PM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: boggled on July 29, 2020, 10:43:59 AM
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?

Is it the hydroponics industry from my mod (has to be enabled in settings), or one from a different mod?

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.

Many players don't read the tooltips or mod guide. If they terraform a planet and it has no resources afterwards, that will be extremely confusing and counter intuitive. How could a terran planet lack farmland, when by definition arable land like forests must exist for a planet to be considered terran?

The inability to adjust conditions on a gas giant or on Unknown Skies planets without completing a type change project is a major downside for my current implementation. I can't think of a good way to fix this - the main problem is that I would have to introduce a whole set of convoluted rules for which planets can have which condition adjustments. There will inevitably be disagreements and confusion about those rules, which would be worse than the current issues related to temperatures on gas giants, US planets, etc.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: Chikanuk on July 29, 2020, 12:12:06 PM
I agree with your post as a whole, just a quick note:
Quote
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: Yunru on July 30, 2020, 03:14:22 AM
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?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: Chikanuk on July 30, 2020, 01:57:40 PM
Well, maybe you change it in a wrong way, or simply cant change soil condition at all. After all - even with this mod you far behind in technology to Domain terraforming capabilities.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: NephilimNexus on July 30, 2020, 01:58:08 PM
Is it the hydroponics industry from my mod (has to be enabled in settings), or one from a different mod?

Ah yes, that was the problem!  I forgot that whenever I update it resets all the settings.  I had them on, and incorrectly assumed they still were after updating.  My mistake!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: NephilimNexus on July 30, 2020, 02:13:30 PM
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.

1) The planet's native life all evolved with left hand DNA.

2) The terraforming technology did it's best, but the native plantlife remains toxic to humans.

3) Changing the temperature and atmosphere so much caused microbial seeding to go nuts and the microbes killed off all large scale plants.  Only algae survives, and the animals willing to eat it.

4) What happened to the Vikings in Iceland (read Guns, Germs and Steel (https://en.wikipedia.org/wiki/Guns,_Germs,_and_Steel)).  TLDR, the food was there, they just didn't use any of it because of weird cultural phobias.  So you terraformed a planet and now it is chock full of fifty pound, ten foot long, highly nutritious edible earthworms.  Yummy!  Wait, where are you going?

5) Oh crap, we forgot to add wolves!  Rabbit swarms devour everything as soon as it sprout.

6) Plant life grows great here, especially the native Triffids (https://en.wikipedia.org/wiki/The_Day_of_the_Triffids).

Etc...
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: Mondaymonkey on July 31, 2020, 08:21:40 AM
Quote
How could a terran planet lack farmland, when by definition arable land like forests must exist for a planet to be considered terran?

Easy. Ability to farm any herb or animal culture is something more than soil, air and water. Farming is not just "put a seed in a soil, wait until harvest time". And it's not even it, if you add fertilizing, meliorating and all sort of environmental protection. Ecosystem could be Terran-stable with numerous species even human-friendly, form a different variety of biomes, but if planetary biological productivity is low - you can't do any farming, as if you start - it just collapse. There was some history episodes, when humanity tries to establish farming on low-productive local biogeocenosises. There was a fertile soil, water, mild climate, but all attempts to grow a crops there failed after a few successfully years, as system was not able to regenerate what humans take from it. Yes, intensive fertilizing and additional artificial stabilizing of that kind of ecosystems works, but it makes farming unprofitable cos' of much higher maintenance, compared to high-productive biosystems.

P.S. That is for "how could Terran planet lack of farmland". For the suggestion - it probably wasn't good from a beginning. Obvious reasons.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: Uhlang on July 31, 2020, 11:45:05 AM
Is it really a terran world if it doesn't have land that's welcoming to plant life? I feel like arable soil would be just another part of the terraforming project.

Though, there's reason to believe that Earth's land was mostly devoid of complex plant life until certain fungi prepared the ground for them*, so I'd say it would make sense if terran and jungle worlds required the Eisen Division(which would bioengineer such fungi,) but I know that Boggled doesn't want to lock any project behind any building.

*Reference video:
Spoiler
Here (https://www.youtube.com/watch?v=-G64DagHuOg)
[close]
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: Mondaymonkey on July 31, 2020, 01:27:10 PM
I feel like arable soil would be just another part of the terraforming project.

Again. Soil could be great and host a lot of plants and a lot of animals too. Full self-sustained ecosystem, stable while closed. Do you understand what farming is? It is a process, when you take big amount of biomass from a system and return much less back. You export it to another planets, remember? If an ecosystem, starting from a soil bacteria and finishing with top predator, unable to replenish biomass with respective speed - you will make it a desert after a few cycles, even if it was a blooming garden before.

Is it possible to make terran transformation initially using a high-productive ecosystems, that grants farming potential from a very beginning? Have no idea. Really.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: Uhlang on July 31, 2020, 02:10:53 PM
The buildings blocks of life(like carbon, oxygen, and hydrogen) aren't very rare in the Milky Way. I imagine that the upkeep of Farming as an industry covers the cost of operations to replenish the biomass used.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: Chikanuk on July 31, 2020, 03:33:51 PM
If this true - why farming soil "resource" even a thing? Just colonize random world, almost any will have cabon, oxygen and hydrogen.
And in lore you need exactly "the right soil" to do farming.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: Uhlang on July 31, 2020, 04:42:04 PM
Just because you have the building blocks of life doesn't mean you can build life.
You also need the tools and the right environment.

Consider Venus. Venus' atmosphere is basically made of carbon dioxide(CO2), and there's trace amounts of water(H2O) vapor. That's Carbon, Oxygen, and Hydrogen covered. Does that mean that Venus has life? Sure as hell no, but its CO2 can be brought to Earth, where the plants can use it in photosynthesis to make it into a CarboHydrate(CH2O), effectively making it a part of the planet's biomass.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: Unnamed_Shadow on July 31, 2020, 06:14:17 PM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: boggled on August 01, 2020, 07:57:09 AM
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 only implemented hydroponics due to popular demand from players. Personally I think enabling it makes the game worse because it simplifies colony planning and ruins the lore/RP aspect of having a farming world. If you look through the files for vanilla starsector, it appears the developers started working on a vanilla hydroponics industry, but stopped, possibly because they also realized that it would detract from the gameplay.

Since I don't have any way to obtain reliable statistics about what percent of players ultimately enable hydroponics, and what their views are about whether it's a good addition, I think I'm going to keep it a non-default option for now.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
Post by: mora on August 01, 2020, 08:48:26 AM

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: java
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));
            }
        }
    }
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?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: boggled on August 01, 2020, 10:23:09 AM

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: java
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));
            }
        }
    }
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?

Code
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));
                }
            }
        }

I just tested the above slightly edited code. It should be able to remove any debris field the player fleet is located inside of.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: Mondaymonkey on August 01, 2020, 11:12:47 AM
@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 there
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.
[close]

Off course, it was suggested for the general gameplay, not mod, but with slight polishing and balance, it could be a thing.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: boggled on August 01, 2020, 12:10:01 PM
@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 there
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.
[close]

Off course, it was suggested for the general gameplay, not mod, but with slight polishing and balance, it could be a thing.

I don't like the idea of permanent, universal stat improvements for all the player's ships. Once the research has been completed enough times, the player's ships will be substantially stronger than the enemy ships. Combat would be become trivially easy and boring if the enemy ships didn't gain stats as well. I could see research that has both positive and negative effects (ex. gain +20% speed but suffer -20% flux capacity), but I think hullmods are a better way to customize your fleet as you can apply them to individual ships rather than the entire fleet at once.

Starsector is not a 4X game, it's Mount and Blade in space. I don't think researching upgrades is an appropriate mechanic for this genre. I think a better idea would be to tie new abilities/perks to a "renown" system analogous to how it works in Mount and Blade.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: Mondaymonkey on August 01, 2020, 12:28:43 PM
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?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: boggled on August 01, 2020, 12:41:58 PM
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?

I think the Eisen Division and the Kletka Simulator are the only structures that could reasonably be locked behind research, and they're both effectively "locked" behind the requirement to have a supply of domain-era artifacts.

I don't want to implement research just for the sake of doing it - it needs to be done in a way that actually improves gameplay. I think it's just not a good mechanic for this genre of game.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: Chikanuk on August 01, 2020, 12:57:04 PM
About hydroponics - this will break balance in current state of game economy. It will not, only if every colony need much more food and can face much dire consequences if left without any food for long time.

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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: stormturmoil on August 01, 2020, 01:06:23 PM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: Mondaymonkey on August 01, 2020, 01:28:46 PM
It will be very, very cool addition.

Exactly! But balance is the root of evil here. What ever you give to player via research - it will make it more powerful, while AI will not get any. It would be great to have factional "research doctrine", that will grant factions a bonuses, player can potentially get, but a) it will make factions stronger to player in early game, as he didn't able to do research till the mid-late game to be in par. b) That is something far beyond this (or any) mod should implement, as potentially ruin the gameplay balance, IMO.

Quote
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.

I don't think this is hard to make. Just an industry, that create custom ship storage and monthly check if there any hulls among stored, that is not in known ships list and has blueprints (and variant, and default ship role). If any - first one in a list is removed and reverse engineering process started. Duration is determined with a hull size, hull style and rarity (1 if nothing). At the end - blueprints added to a gathering point or just ship added to known list.

However, that is a thing I am not sure it is relevant. And even if is, damn hard to balance - any not overpowered solution will be painful to player.

Quote
Is it possible to require a specific item besides just Credits, as a prerequisite?

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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: boggled on August 01, 2020, 01:41:42 PM
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.

This could be a good idea if the player had to survey specific planets with existing terraforming projects to unlock them (ex. needs to survey Ismara to get Ismara's Sling). The problem is that players with random sector won't be able to use this feature, and players who aren't already aware of the lore may completely miss the planets in Penelope's Star. It will also be difficult to communicate this requirement to players who haven't read the mod guide. Lastly, players with modded factions may be confused why surveying planets from those mods doesn't unlock the terraforming projects to copy them.

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.

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, you will find that it cannot be spammed everywhere anymore. Spamming is less of a problem for the Eisen Division because it gets built, terraforming happens, then it gets shut down.

The arcology buildings mostly require AI cores (and a nanoforge for the pheromone splicer) to really become powerful. This will limit the player from spamming them until they get very rich in the end game.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: Mondaymonkey on August 01, 2020, 01:52:10 PM
Quote
If you enable the temperature-based upkeep for the Kletka Simulator

Oh, shi~

How can I miss that feature???
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: SirHartley on August 01, 2020, 01:55:24 PM
Quote from: Chikanuklink=topic=17094.msg295483#msg295483 date=1596314502
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.

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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: Mondaymonkey on August 01, 2020, 02:03:42 PM
Quote
The main problem with this is it will obviate the need for the player to go out into the fringe to search for loot

There are simple solution for that particular problem. Make reverse engineering more restrictive. Like requiring a specific artifact/data/unicorn's horn to do the single project. and to obtain it - repeatable bar event with mission directly to the fringe with no more information, than "search somewhere in constellation X". So player can not reverse  engineering spam capable.

Not sure it is a suggestion for TASC. We are building astropolises and terraform space boulders here, not hacking DRM.

Wouldn't mind to have this in another mod, tho'.

EDIT:

@SirHartley can I kiss you? Later. If you wish, of course.©
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: boggled on August 01, 2020, 03:04:20 PM
Quote from: Chikanuklink=topic=17094.msg295483#msg295483 date=1596314502
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.

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.

That's great to hear. I think reverse engineering would fit much better in your mod than mine.

How come you don't allow the player to learn any ship unless the mod author blacklists it? This would seem to cut down on the amount of work you have to do by quite a bit.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: SirHartley on August 01, 2020, 03:22:18 PM
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)
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: Chikanuk on August 01, 2020, 03:53:27 PM
Great news about your mod!
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.


But in general science and research can add much more things.
For example terraforming - it can made such way, what you need to search for technology in terraforming stations and ruins, and after you find it - you need to insert it to research insitute and made proper research, what require money and time. This is also make much more sense than "only play know how to terraform".
Same way for more advanced buildings, like SirHartley Supercomputer and boggled Kletka.
Or maybe some over mod autors can hide some ships, fighters and weapons behind this?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: boggled on August 01, 2020, 04:10:33 PM
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)

You could require the player to have the ship they want to reverse engineer in their fleet or in storage. That way, the player can't get blueprints for ships they're not meant to own. The whitelist definitely has benefits though.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: SirHartley on August 01, 2020, 04:25:09 PM
It works via a submarket the player has to deliver ships to, so that's already covered. The issue is that there are obtainable, non unique ships out there that would break the game if the player could produce them - Templars, for instance.

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.

1) the player can manually whitelist any ship he wants via .csv edits.

2)penalizing the player for using a feature depending on RNG is a good way to make sure no one will ever use it.
Mechanics for this are already done, give it a try once it releases!


In any case, this is super offtopic for this thread, apologies for that. I just wanted to make sure you don't put work into something that would be released somewhere else in the near future.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: Serenitis on August 02, 2020, 01:42:36 AM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: boggled on August 02, 2020, 04:32:03 AM
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.

This would fix some of the issues with hydroponics, but I think it will add complexity without resolving the problem that hydroponics doesn't add anything interesting or unique to the gameplay. As I stated earlier, the developers appear to have worked on implementing hydroponics, but ultimately decided against it, likely because they realized it's not a good addition.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: Unnamed_Shadow on August 02, 2020, 06:22:00 PM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: boggled on August 04, 2020, 05:28:16 AM
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.

I'm in the middle of a playthrough right now with Cramped Quarters enabled and I agree that stations need some additional features to make them more worthwhile to construct. I like your ideas and I might implement a few of them in the next patch. I'm glad you're enjoying my mod!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: mora on August 04, 2020, 10:43:27 AM

Code
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));
                }
            }
        }

I just tested the above slightly edited code. It should be able to remove any debris field the player fleet is located inside of.
Thank you and Ludd for this code. Now those debris fields cluttering any ruin themed system can be destroyed.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: Suitedteen on August 07, 2020, 09:49:45 AM
I've built every terraforming building how long will it take me to terraform a Barren world? if you do not mind me asking?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: Mondaymonkey on August 07, 2020, 10:01:43 AM
I've built every terraforming building how long will it take me to terraform a Barren world? if you do not mind me asking?

To start the process, you need to use ability (from the abilities bar n the bottom of the screen). If you do not have that ability there - add it there.

In the terraforming menu you will see available projects, current progress and it's speed.

P.S. for the question "how long" - depends on many factors. Sometimes - up to 5 years in default settings in some circumstances. BTW you can adjust various terraforming values in setting file. Good luck!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: DubTre6 on August 07, 2020, 11:49:20 AM
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
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: boggled on August 07, 2020, 11:55:05 AM
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

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?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: DubTre6 on August 07, 2020, 11:55:33 AM
I've built every terraforming building how long will it take me to terraform a Barren world? if you do not mind me asking?

I'm not exactly sure how long it will take, but with all the buildings you should be getting 20+ (I think) progress every in-game day.

And for reference, when I did a Terran-Eccentric to Terran it was 900 points. So 900/20 = 45 in-game days. If you were to double that amount (since I'm not 100% sure the cost of the barren world.) It would still be only 3 in-game months, so not long at all!

Hope this helps, happy world-shaping!  :)
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: DubTre6 on August 07, 2020, 11:57:40 AM
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?

Welp. Seems like its an ID10.T error...I didn't know you started the quest on Umbra

When I get home from work in a few hours I will head that way to make sure it all works. Thanks for the prompt reply.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: Mondaymonkey on August 07, 2020, 12:46:31 PM
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]
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: Aldazar on August 07, 2020, 07:12:47 PM
Can the archipelego class be added to the terraform option?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: DubTre6 on August 07, 2020, 09:16:06 PM
@Boggled

Just wanted to report everything is working fine, after going to Umbra I was able to start (and subsequently complete) the quest.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: immortalartisan on August 08, 2020, 12:31:27 AM
add a special ending for the lobsters if your allied with the group who did it as it doesnt make sense that way
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: Mondaymonkey on August 08, 2020, 07:47:26 AM
Can the archipelego class be added to the terraform option?

As my college teacher once said: "everything can eventually be added to anything, but is it have much sense?". He was talking about different classes of variables in math, not SS planet classes, but words are still fair.

Archipelago class is not in vanilla, so adding it is impossible if US are not installed. So, to add this feature TASC should check if US are in the mod list, and only then activate that option. That *could* theoretically have some sense if that planet class was unique with unique benefits, but practically it is no more than water world (already available) with different sprite texture. In this circumstances adding archipelago class - is nothing more than creating additional potential source of bugs.

Also, IIRC Boggled once said he "use all slots" for planet classes already. Whatever it means.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: Uhlang on August 08, 2020, 11:36:35 AM
Would it be hard/possible to make the ore levels on mining stations depend on the amount of asteroid belts/fields in the system?
It seems like something that would make sense and give the player something more to consider while looking for the perfect system to settle.
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: Mondaymonkey on August 08, 2020, 12:12:44 PM
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.

RLY? Didn't know that. Have never met archipelago world with more than "adequate" (+0) farmland.

Here we encounter additional problem: if archipelago world really able to have +2 farmland, and considering standard TASC terraforming projects are always have maxed out resources, there would be no reason to make water transformation, as archipelago basically superior to it. Same thing as arid project make desert project obsolete and eventually be removed. Adding archipelago world is effectively equal to killing the water world options, so suggestion rather should be: replace water project with archipelago if US is installed. And no "slot" problem, whatever it is...

On the other hand - have no idea if it is doable, and if is - how hard. Dubious idea, anyway.

Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: immortalartisan on August 08, 2020, 01:40:58 PM
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
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: Chikanuk on August 08, 2020, 03:44:50 PM
Tbh, any planet with ocean(s) must have ability to have Volturnian lobsters. Its more question of balance, than anything else, imho.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: boggled on August 08, 2020, 04:09:55 PM
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]

I think the red line of text about adding abilities is sufficient for most players. An animation showing how to do it would be nice, but I think it would need to have text and red circles overlain on the video to make it obvious what the purpose of the video is and what the player is being instructed to do.

@Boggled

Just wanted to report everything is working fine, after going to Umbra I was able to start (and subsequently complete) the quest.

Great. Enjoy the mod!

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.

add a special ending for the lobsters if your allied with the group who did it as it doesnt make sense that way

There's an explanation for this if you read the dialogue. The group in question has internal power struggles and Simmons is aligned against the current leader (who the player may or may not be allied with). This is supported by the vanilla lore if you read the section about the second AI war.

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

I'm aware of this exploit, but unfortunately if the player doesn't immediately interact locally with a market when it's created, there's a bug where the population size rapidly increases for no reason. I have no choice but to force the colony popup when an astropolis finishes so as to avoid this bug, even though it allows the player to repair when they shouldn't be able to.

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 think this would be possible. I think it's a very good idea and it could easily be communicated to the player via a single sentence on the tool tip, which they are practically forced to read anyway when building a station. Thanks for the suggestion!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: peppermeth on August 08, 2020, 07:02:09 PM
  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?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: Mondaymonkey on August 08, 2020, 09:59:13 PM
  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?

Visit it couple month later. Or couple month later after that... Eventually it will be there.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: e on August 09, 2020, 12:43:28 AM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: boggled on August 09, 2020, 03:07:44 AM
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.

Hmm, I'm not sure if this is possible but I'll look into it. I can understand why this would be convenient for the player.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: Serenitis on August 09, 2020, 04:50:39 AM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: boggled on August 09, 2020, 05:20:37 AM
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.


Lobsters work differently than other commodities. They don't show up as an export, and there's some other weird quirks to how they work. Could you post screenshots showing the difference in behavior between a native water world and a terraformed one? Is the behavior any different than what happens with Volturn?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: Serenitis on August 09, 2020, 05:50:28 AM
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]
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: Uhlang on August 09, 2020, 08:38:12 AM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: boggled on August 09, 2020, 01:25:30 PM
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]

Thanks for taking the time to help me look into this. It appears that everything looks identical to Volturn except on one of your planets the lobsters aren't listed under "best places to buy". I noticed on your second colony you appear to have the commerce industry constructed, while on your other planet you don't. 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.

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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: Uhlang on August 09, 2020, 02:53:33 PM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: Mondaymonkey on August 10, 2020, 01:16:49 AM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: boggled on August 10, 2020, 05:21:00 AM
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.

These are both options, although I would still need some plausible description for the structure itself. Spaceports can already be built on stations and zero-g industry is represented by the orbital works.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: majorfreak on August 10, 2020, 05:44:49 AM
uhm...so i have this installed but not DYI. anyone have both mods installed?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: Mondaymonkey on August 10, 2020, 06:22:13 AM
Quote
plausible description for the structure itself.

Oh, that would be hard. I could make a long physics lesson to explain what is the difference between low-orbit zero-G and deep-space zero-G (BTW that reason can not be applicable to siphons, as they are 100% not in deep space...), and it's impact on logistic. But translation it into english - far beyond my possibilities.

And even if I would be able - that would be boring to read. SS is barely scientific fiction, rather fantasy, with [REDACTED] instead of orks and nanoforges instead of magic. So, I suggest just "invent" some space-opera thing, that will fit in SS without breaking the lore.

Always could be performed a trick, called "ear feint" (can not translate that better), similar to what Alex did with comm relays: description said they could not be placed on a potentially habitable planets (or near them) because of the pernicious radiation relay emits. Why not just say hubs "uses an extreme precision navigation matrix that allow much faster and safer docking procedures. That calculations are absolutely impossible in ordinary conditions without crossing of AI red line. But far away of massive stellar objects, that creates interference, it is possible to use low-energy negative gravioli detector, to create an accurate map of all objects in close space with minimal calculations needed".

Yup, that's the biggest *** I ever propose...  :(
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: Mondaymonkey on August 10, 2020, 06:23:35 AM
uhm...so i have this installed but not DYI. anyone have both mods installed?

Some guys reported they are full compatible. No guaranties, tho'.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: Uhlang on August 10, 2020, 07:44:00 AM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: boggled on August 10, 2020, 09:44:29 AM
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.

See the description below for the Jangala orbital station. I don't think having a specific "zero-g spaceport" structure would make sense when some planet-based colonies already have them according to the lore.

"Orbiting megacity, naval yard, and port; the unquestioned cosmopolitan center of civilization and culture in the Corvus system as well as the seat of the Hegemony military district encompassing the local systems. Heavy commercial and naval traffic swarm the station at all times. Formed of a vast tiered structure, the first ancient fueling and repair gantries are hidden among corroded industrial hangars that lie in the shadow of a huge ring of laboratories and associated support systems. Higher still, commercial concourses, metroplex districts, and many-winged shipyards are all watched over by a command & control spire bristling with communications arrays and weapon pods."
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: Uhlang on August 10, 2020, 11:06:29 AM
Seeing as it's "ancient," I think it's debatable whether it can be compared to the hypothetical structure in question.

Consider the old towns of major European cities. They're often important hubs of trade and transport, but many of them have been built in a time when we didn't even have cars, so their streets are cramped and woefully unfit for modern infrastructure, forcing the authorities to adopt road rules that make the process of just getting around them extremely inefficient.
I imagine that Jangala station also has a lot of pre-Collapse quirks that prevent it from being the effective hub it could be.
The "zero-g spaceport" I'm proposing would be the Starsector equivalent of a new town built with proper city planning that's considerate of our modern infrastructure.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: Mondaymonkey on August 10, 2020, 11:28:00 AM
...With one problem here: "Modern" Persean Sector state is decay, so any "ancient" means "superior to modern".
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: Uhlang on August 10, 2020, 11:43:18 AM
...With one problem here: "Modern" Persean Sector state is decay, so any "ancient" means "superior to modern".
Key term: "pre-Collapse quirks."
Jangala station was obviously built with the gate system in mind, and although technically superior, its design probably doesn't suit the modern state of the sector.
You can have the best heater in the world, but it's not gonna help you much if you live in the Sahara.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: Mondaymonkey on August 10, 2020, 11:46:31 AM
You can have the best heater in the world, but it's not gonna help you much if you live in the Sahara.

Offtopic
Nights are cold in Sahara.
[close]
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: Uhlang on August 10, 2020, 11:52:35 AM
Offtopic
That somehow slipped my mind, but you know what I meant. Replace it with the Amazon or something. I doubt heater salesmen are making much of a profit in Manaus.
[close]
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: Serenitis on August 12, 2020, 11:17:49 AM
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.
Why this this not even occur to me? It even makes perfect sense now it's been pointed out.
Everything's perfectly all right now. It's fine. We're all fine here, now, thank you. How are you?

(Thank you for your patience.)
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.2)
Post by: Datboio on August 17, 2020, 02:20:36 PM
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?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: boggled on August 17, 2020, 02:29:48 PM
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?

See below. Hopefully that clarifies how to do it.

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]
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.2)
Post by: Datboio on August 17, 2020, 02:44:42 PM
Thank you boggled! You are a true lifesaver!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.2)
Post by: Chikanuk on August 17, 2020, 09:08:53 PM
Maybe put this video in the OP-post? Im sure this is not the first question of this type and not the last one.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.2)
Post by: Neutrino Man on August 18, 2020, 02:52:37 AM
Is it possible to include research stations this mod for researching blueprints and other things?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.2)
Post by: Uhlang on August 18, 2020, 04:11:39 AM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.2)
Post by: Xobra on August 18, 2020, 07:40:51 AM
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
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
Post by: e on August 18, 2020, 09:19:24 AM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.2)
Post by: boggled on August 18, 2020, 11:00:00 AM
Maybe put this video in the OP-post? Im sure this is not the first question of this type and not the last one.

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.

Is it possible to include research stations this mod for researching blueprints and other things?


I think Industrial Evolution already does (or will soon) include this feature. I don't want to duplicate it.

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.

I can't create an upgrade for a vanilla industry without creating compatibility issues.

If the planet has tectonic activity, isn't it already cracked? If you want to use planet cracking repeatedly, you can enable the tectonic stabilization terraforming project in the settings file.

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


This is a good point. I'll look into addressing this in my next patch. Thanks for the suggestion!

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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.2)
Post by: e on August 18, 2020, 11:27:53 AM
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.

Alrighty, thanks for considering it! :)
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.2)
Post by: Mondaymonkey on August 18, 2020, 12:18:55 PM
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!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.2)
Post by: boggled on August 18, 2020, 12:47:28 PM
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!

Added your gif to the main post. Thank you!

I've never seen Agreus decivilize in my campaigns. In my experience, independent markets generally don't decivilize because major factions never raid them (except pirates). Are you running modded factions that are hostile to independents?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.2)
Post by: Mondaymonkey on August 19, 2020, 07:58:24 AM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.2)
Post by: boggled on August 19, 2020, 08:13:57 AM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.2)
Post by: Mondaymonkey on August 19, 2020, 08:36:12 AM
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.

Fair point.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.2)
Post by: e on August 19, 2020, 10:58:09 PM
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?

If you want a more immediate solution to Agreus, you could travel there and use console commands to give them commerce, patrol hq and ground defenses. that's 3 stability which may keep the planet living for significantly longer.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.2)
Post by: IradT on August 20, 2020, 01:37:21 PM
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!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.2)
Post by: boggled on August 20, 2020, 02:06:30 PM
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!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.2)
Post by: IradT on August 20, 2020, 02:30:06 PM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.3)
Post by: boggled on August 20, 2020, 02:33:12 PM
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.

The lobster situation is working as intended and mimics the vanilla behavior of Volturn. Maybe Alex will adjust it in the next update to match players' expectations.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.3)
Post by: Xobra on August 21, 2020, 04:45:21 AM
Suggestions:
Everything adjustable in configs if possible

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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.3)
Post by: boggled on August 21, 2020, 07:28:32 AM
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]

This is how the mod originally worked, but deleting existing content from the game caused compatibility problems with other mods so I changed it. The Astral gate can be built anywhere a stable location could be generated. If you try to build it right next to a star or near a large planet, it will likely be unable to find a nearby suitable location.

Add a Built Time for the Astral Gate Structure.
Having it instantly added seems unrealistic for such a big project.[/li][/list]

I don't think this is as trivial as it sounds, and it would likely cause bugs with the AI depending on the implementation. Plus, I don't have any good art assets for a gate or a station under construction.

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]

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.

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.

That's another interaction I wasn't previously aware of. This one seems to work fine though as there's no game breaking bugs or other problems introduced by it. I'll see if I can make Odysseus start at a higher level than 20 by default so he won't be able to level up even if the player increases the level cap.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.3)
Post by: Xobra on August 21, 2020, 07:50:55 AM
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
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.3)
Post by: boggled on August 21, 2020, 07:59:23 AM
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

By default I'll make astropoli unbuildable around governor-administered planets, with a setting to enable them to built there under exclusive player control.

The Mairaath astropolis should be counted towards the cap. I'll look into fixing this. Thanks for letting me know!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.3)
Post by: e on August 22, 2020, 06:17:24 AM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.3)
Post by: Mondaymonkey on August 22, 2020, 06:34:42 AM
Quote
Upgrading 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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.3)
Post by: boggled on August 22, 2020, 09:08:03 AM
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.

Woops, sorry about this bug. It was an easy fix and I'll push it in the next update. Thanks for letting me know!

Quote
Upgrading 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.

Yes, this can be used to grind pirate reputation if you have enough resources to upgrade that many structures. In the next patch I'll remove the reputation bonus for pirates and luddic path. Thanks for bringing this to my attention!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.3)
Post by: Mondaymonkey on August 22, 2020, 09:19:30 AM
I suggest to create some kind of "list of factions, who will not give rep bonus of that", not just pirates and LP, so players (and modders) can manually add other factions to that list, as it is looks like many modded factions should act in a same way as pirates and LP.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.3)
Post by: Xobra on August 22, 2020, 11:49:33 AM
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)
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.3)
Post by: boggled on August 22, 2020, 12:07:53 PM
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)


Enabling construction of arcology buildings on non-arcology worlds and then building the Smart Grid on your stations will reduce their hazard rating to 50%. Alternatively, you could set the station hazard offset to -50%, although this will apply to all stations sector-wide, not just your own.

Having a dedicated station structure to reduce hazard seems redundant since it would basically just be a clone of the Smart Grid.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.4)
Post by: mora on August 23, 2020, 12:27:53 AM
An idea: Some kind of industry that would spawn a orbital structure that would warm the planet and provide light. An artificial sun.
Why: So colonozing black hole systems or maybe neutron stars are viable.
However: The same functionality is coming in the next update. The artificial sun thing from this mod will become redundant.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.4)
Post by: Demiurge on August 23, 2020, 05:41:46 AM
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.

Code
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)
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.4)
Post by: Koruthaiolos on August 23, 2020, 06:23:06 AM
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.

Code
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 exactly the same error with the latest version.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.4)
Post by: boggled on August 23, 2020, 07:36:41 AM
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.

Code
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 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
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.4)
Post by: Koruthaiolos on August 23, 2020, 07:52:13 AM
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.

Code
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 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

Dev build fixed it. Thanks!


Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.5)
Post by: Xobra on August 23, 2020, 09:12:10 AM
Crash that happens when I try to open the Add Industry Screen on Acrology worlds. Running on v5.4.5

Spoiler
1895453 [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]
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.5)
Post by: Xobra on August 23, 2020, 09:22:07 AM
Also, I noticed that Acrology worlds lost the Habitable and Mild Conditions after Terraforming finished, if they were present previously. Intended? I can't start a Project to add Mild Conditions again either.

I'm just to lazy to read all conditions. Smart Grid it is then
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.5)
Post by: boggled on August 23, 2020, 10:12:42 AM
Crash that happens when I try to open the Add Industry Screen on Acrology worlds. Running on v5.4.5

Spoiler
1895453 [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!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.5)
Post by: Xobra on August 23, 2020, 10:44:50 AM

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
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.5)
Post by: boggled on August 23, 2020, 10:51:39 AM

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

Yeah, you could cross-post if you want. Thanks!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.5)
Post by: Xobra on August 23, 2020, 11:35:56 AM
The latest "bug" got me thinking:
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.5)
Post by: boggled on August 23, 2020, 11:45:08 AM
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

You can already disable arcology worlds as a terraforming project using the settings file.

Creating settings to allow arcology-specific buildings to be built on only a small subset of other planet types wouldn't be feasible. Each player will want their own unique setting, but I can't create ~20 different configurations to account for each person. You'll just have to enable building arcology-specific structures everywhere and use the honor system!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.5)
Post by: Mondaymonkey on August 23, 2020, 12:13:31 PM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.5)
Post by: boggled on August 23, 2020, 03:45:05 PM
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 don't think this would be a good feature. There's no basis in the lore for factions stripping planets bare, and I'm not sure the technology level present in starsector would even make this possible.

The closest thing I can see to this would be allowing the player to use planet-killer devices. Come to think of it, there's already an art asset for the planet-killer device that's currently unused...
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.5)
Post by: Unnamed_Shadow on August 23, 2020, 05:34:57 PM
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]
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.5)
Post by: Orochi on August 23, 2020, 07:22:46 PM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.5)
Post by: boggled on August 24, 2020, 08:43:57 AM
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]

I think you're correct about the science, but in vanilla the mining stations don't have volatiles and organics resources, so I want to mirror that with my mining stations. If you have a station with those resources (either a siphon station, or by using console commands), the mining drones should improve volatiles and organics production there.

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.

Sounds easy enough. I'll implement this in my next patch. Kentington should still probably change his code as it appears any mod without the planetgen.csv will cause a crash if DIY is enabled. Thanks for your help!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.5)
Post by: Xobra on September 01, 2020, 07:37:12 AM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.5)
Post by: Mondaymonkey on September 01, 2020, 08:05:38 AM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.5)
Post by: boggled on September 01, 2020, 02:20:11 PM
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.

So long as NPC markets don't grow or build anything in vanilla, I have no plans to code in either of those things in my mod. That's the exclusive domain of Nex for now.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.5)
Post by: Ed on September 02, 2020, 08:52:35 PM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.5)
Post by: e on September 02, 2020, 08:55:05 PM
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.

Terraforming projects only contribute points, so once you are done with then you can remove them.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.5)
Post by: Ed on September 03, 2020, 02:22:23 PM
cool, thanks
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.5)
Post by: Xobra on September 06, 2020, 06:15:13 AM
Is there a way to rename Gates? Renaming the Station doesn't change the Gate Name.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.5)
Post by: boggled on September 06, 2020, 07:37:49 AM
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?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.5)
Post by: Xobra on September 06, 2020, 07:44:32 AM
Having a Star System Named Delta Peridoable Whatever, and another Delta Paranoid Whatgives and then trying to jump to the right system with the ability happend to me far too often. I'd rather rename them the same as my (biggest) Colony that exist in the System. (outside Core Worlds ofc)

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?

Which Console Command would it be?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.5)
Post by: boggled on September 06, 2020, 08:34:04 AM
Code
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");
            }
        }
Paste 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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.5)
Post by: Xobra on September 06, 2020, 08:50:45 AM
Code
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");
            }
        }
Paste 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.

Works Fine! Thank you
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.5)
Post by: Mondaymonkey on September 21, 2020, 11:36:11 AM
I predict someone would want to kill me for that suggestion, but I would make it anyway.

It is not a secret, that extensive station spam slightly change ruins beyond recognition a game balance because of market concentration in a single system. So suggestion is to have "soft" cap for same type of stations in a same system, but a "hard" cap for overall station quantity per system.

For the "soft" cap, I mean if player wish to build two (or three, or four...) mining stations, he could, but each next would decrease ore/rare ore potential for all mining stations in a system. Same to siphons, player could build up to three of them around each gas giant, but second and third will decrease amount of volatiles on all of them. Before you say that this is "opposite to balancing" thing, read "hard" cap section.

For the "hard" cap, I mean total amount of stations player able to support in a system. I suggest it be number of colonized planets in system (not stations) +2, but no more, than 8 (or so. It better be adjustable). Inside that "hard" cup player able to build any type of stations in a system (in a proper conditions, off course), he need (with respective penalties to production if "soft" cap exceeded). So player able to build more stations of a same type if he can't/don't want construct other type of stations. Also, that would force player to colonize planets if he want to support more than two stations and make prioritizing decisions what he need more: mining stations, siphons or astropolises. Also applied to recolonizing abandoned stations. If mod ever would have other station types this will apply to them too.

With a single exception to that rule: gate station. So if player already have maximum of stations in a system, and only then achieve gates tech, it is still possible to construct one.

Now hit me with tomatoes! ©
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.5)
Post by: boggled on September 21, 2020, 12:42:48 PM
Now hit me with tomatoes! ©

The player can already adjust the maximum amount of mining stations allowed per system (default is only one mining station per system!) and the maximum number of astropoli per planet. I don't think adding convoluted rules with penalties and "soft caps" for the number of stations would really improve gameplay.

Besides, there's already a soft limit on the number of markets per system: performance. Even on a fast computer, building lots of markets in a single system will degrade performance badly enough to make the game unplayable.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.5)
Post by: badamiral on September 21, 2020, 03:01:20 PM
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?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.5)
Post by: boggled on September 21, 2020, 03:52:17 PM
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?

You need to reach level 45 to start the quest. There's a settings option to lower the level requirement if you want to start it right now.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.5)
Post by: Retry on September 21, 2020, 09:39:45 PM
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)

Spoiler
The 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]
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.5)
Post by: boggled on September 22, 2020, 06:11:34 AM
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)

Spoiler
The 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".

Spoiler
Regarding 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]
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.5)
Post by: Mondaymonkey on September 22, 2020, 10:00:40 AM
Spoiler
Regarding to balance of Ody's ride, I can surely say it is not even close to Paragon in it's battle efficiency, please don't compare them. Especially based on a sim-duel, cos' you know, you can beat sim Onslaught with a Lasher, but it does not mean they are in a same line, right?

Is it better to original Conquest? Sure it is. But most of his weaknesses are still there, Conquest has a lot of them. And each potentially as lethal to Olympians Conquest just as to vanilla one, and they dies quite often.

Does it worth some DP boost? Perhaps. But not that 50, rather 42-45 to be fair. Assuming this ride is unique, and you can obtain more than one, not sure if that increase worth of effort in implementing.

To feel the difference, just try to give Olympians hullmod to something like Odyssey. I've tried this once, and that a real beast worth of ~80 DP, that can fight multiple Paragons or Radiants at the same time, and beat them. I believe, it is because it have much less weaknesses, as Conquest have.
Spoiler
(https://i.imgur.com/Cxjc5N5.png)
[close]

Being honest, Olympians hullmod was created specially to Conquest, as it is one of the few ships, that can wear it without being OP beast.
[close]
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.5)
Post by: Retry on September 22, 2020, 09:44:20 PM
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.
Quote
Spoiler
Regarding 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]
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.
Spoiler
Just 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:
Spoiler
vs 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]
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.

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]
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.5)
Post by: Mondaymonkey on September 23, 2020, 09:54:54 AM
@Retry, could you please run one more simulation? Use any ship available in simulator, using same loadout in your ship and make a mirror-match under AI control. No officers, no skills(start a new game and use CC to get ship&weapons and unlock hullmods to be sure no skills are used), same CR. Purely identical.

To get maximum of impressions, I recommend it be an Onslaught.

Spoiler
You also can add conquest_olympians_boggled to sim_opponents.csv list and run mirror match with that. Did not test, but something tells me result would be the same.
[close]
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.5)
Post by: boggled on September 24, 2020, 05:06:42 PM
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.
Quote
Spoiler
Regarding 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]
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.
Spoiler
Just 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:
Spoiler
vs 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]
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.

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]

You're probably correct that the "true" DP value of the custom ship falls somewhere between the Onslaught and the Paragon, and I'll give this another look when the next vanilla update comes out and makes changes to ship balance. Perhaps someone with experience in the fleet building tournaments could weigh in as they'll likely know more about the power level of ships than I do.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.5)
Post by: sakul1 on September 27, 2020, 07:50:25 AM
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.

Spoiler
56069 [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]
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.5)
Post by: boggled on September 27, 2020, 08:36:03 AM
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.

Spoiler
56069 [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]

This is caused by an issue involving the DIY planets mod. There's a fix in this thread somewhere but ultimately Kentington has to update DIY planets because this crash also happens with other mods besides mine.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.5)
Post by: rodder13 on September 28, 2020, 10:38:43 AM
Guys, I might be dumb (quite possibly actually), but where are the cores produced by Kletka simulator are supposed to be picked up?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.5)
Post by: boggled on September 28, 2020, 02:58:05 PM
Guys, I might be dumb (quite possibly actually), but where are the cores produced by Kletka simulator are supposed to be picked up?

They get placed in the storage of the colony where you have the Kletka Simulator (it's not guaranteed that a core will "drop" every month).
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.5)
Post by: Uhlang on October 04, 2020, 03:54:30 AM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.5)
Post by: boggled on October 04, 2020, 08:45:22 AM
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.

Thanks for letting me know about this! I'll fix it for the next release.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: tinchek on October 11, 2020, 02:22:11 PM
Does the AI actually use these gates or are they just a stat increase for the system?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: boggled on October 11, 2020, 02:48:17 PM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: tinchek on October 11, 2020, 04:08:07 PM
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?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: boggled on October 12, 2020, 04:19:59 AM
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?

This is an issue with vanilla Starsector. It's hardcoded that the colony management screen can only fit a certain number of structures, and modders can't remove that limit. Sorry!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: tinchek on October 12, 2020, 10:40:01 AM
Too bad, few buildings don't have their Alpha cores.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: immortalartisan on October 12, 2020, 07:43:50 PM
archolgy worlds keep crashing my game once I terraform the planet evem after updating diy planets
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: ZeCaptain on October 13, 2020, 02:51:54 AM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: boggled on October 13, 2020, 05:17:17 AM
archolgy worlds keep crashing my game once I terraform the planet evem after updating diy planets

Have you updated my mod to the latest version? I think I fixed that crash.

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 current remnant battlestation in my mod is the full battlestation as far as I know. The damaged battlestation is missing some of the parts.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: Jason_Lucentio on October 14, 2020, 06:08:41 PM
I don't understand the point of building an Astropolis when it uses up a colony management slot and it doesn't have any special buildings(as of yet). It feels like you would make more money by just simply colonizing a planet than to build an Astropolis.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: Retry on October 14, 2020, 07:27:53 PM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: Jason_Lucentio on October 14, 2020, 08:44:18 PM
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.

The slot I was referring to is the 'Management' penalty(viewed under "Command") you get for having too many colonies without enough administrators available; I believe you get more admins by just growing your total market over time.

Technically there is a way to make markets autonomous but they only contribute 20% of the profit/loss and Heavy industry there do not contribute to personal production cap. I suppose this might be worth for a single planet system in order to solidify its defense if having raider problems.

imo, value of building Astropolis would increase if making it autonomous allowed Heavy industry to contribute to the production cap
(I checked the wiki and couldn't find autonomous markets, perhaps one of the other mods I'm using?)
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: Uhlang on October 15, 2020, 03:48:15 AM
You know you can use Alpha Cores as administrators without any management penalty, right?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: Jason_Lucentio on October 15, 2020, 05:23:36 AM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: boggled on October 15, 2020, 05:30:25 AM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: Uhlang on October 15, 2020, 05:56:48 AM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: Jason_Lucentio on October 15, 2020, 06:26:46 AM
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.

Interesting, I suppose if a player's fleet wasn't strong enough to handle vengeful, expeditions, or invasions then that would be a decent alternative to branching out in multiple sectors, kind of like playing tall in a strat game.

Cryosleeper part just sounds like purposeful exploitation of game mechanics in a cheaty feel way.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: Chairman Suryasari on October 16, 2020, 12:23:31 AM
Astropoli has a lot of disabled feature to make it more hard to use and maintenance, it's become credit sink for the end game, too bad it's disable by default, i wish it's enable by default some day.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: Retry on October 16, 2020, 02:56:09 PM
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.

Next cryosleeper I find, I'm doing exactly that, and I won't feel bad about it in the slightest.

(Assuming the system I find it even has a planet...)
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: Chairman Suryasari on October 16, 2020, 07:22:06 PM
Having Cyrosleeper and more than 4 good planet in a system is soo rare. Sometimes having Cyrosleeper simply not worth the head ache.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: Chairman Suryasari on October 16, 2020, 07:36:59 PM
Also Cyrosleeper is more of a lore device to explain certain part of the Domain lore before the collapse than actual feature for player colonies  ;)
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: Serenitis on October 17, 2020, 02:10:22 AM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: boggled on October 17, 2020, 06:03:39 AM
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.

I think the overlapping defenses are much stronger when the colonies are right next to each other, rather than spread out across a system. You're right though that this can be done in vanilla by colonizing a planet and it's moon(s).
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: Szasz on October 17, 2020, 09:42:24 AM
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.)
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: boggled on October 17, 2020, 11:43:47 AM
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.

(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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: Bendigeidfran on October 17, 2020, 11:49:37 AM
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?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: boggled on October 17, 2020, 02:06:59 PM
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?

https://i.imgur.com/ulvepTi.gif
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: Szasz on October 17, 2020, 02:23:31 PM
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?

No, properly installing the mod was all. Works on ongoing save for me.
See if you have access to terraforming "industries" in the building dialog on a colony.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: Szasz on October 17, 2020, 05:46:33 PM
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.
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.
Temporary takeover does not work, since it ends with undocking and there is no way I could use a player ability such as terraforming before that (hence the dislike).

(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.
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.
Can't agree on the latter though. Managing AI cores and nanoforges is different as they are inventory items that need to be physically carried to site on two specific events in most cases, 1. just acquired some and want to take advantage 2. newly built industry needs them. I'm pretty sure you don't keep a deep stock of alpha cores and pristine nanoforges on every and each colony you own. Terraforming structures on the other hand can be built from the other end of the sector already, even on autonomous entities but starting the terraforming project can not be done remotely. Maybe it's just illogical to me because of the UI incoherency.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: fu12 on October 21, 2020, 04:43:18 AM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: boggled on October 21, 2020, 06:01:11 AM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: fu12 on October 21, 2020, 06:26:25 AM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: boggled on October 21, 2020, 07:36:21 AM
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.

It's my understanding that in crowded systems with lots of planets, the majority of valid stable location spawn points will be closer to the edge of the system.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: Uhlang on October 21, 2020, 09:00:42 AM
From what I can tell, stable locations either get their own full orbit or take the L3, L4, or L5 Lagrange points of larger planets.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: immortalartisan on October 22, 2020, 07:11:48 PM
is this the mod the mining drones are from?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: Echonian on October 22, 2020, 08:20:23 PM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: boggled on October 23, 2020, 07:25:21 AM
is this the mod the mining drones are from?

Yes, a mining drone colony structure can be enabled using the settings file of this mod.

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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: Echonian on October 23, 2020, 11:30:01 AM
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.

I'll take a look at that file. As far as endless debates go, I can certainly understand why that would be annoying. I'll have to double check the tooltips for those buildings after they have been built, I don't recall seeing the information when first building them or checking afterwards, but it's possible I missed something.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: Jakro on October 26, 2020, 05:03:22 AM


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
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: boggled on October 26, 2020, 09:05:38 AM


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

There's a system in the southwest of the core worlds called Penelope's Star...
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: Hasbeans on October 29, 2020, 10:35:14 AM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: boggled on October 29, 2020, 11:33:56 AM
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 thought I fixed this bug... do you have the latest version of the mod?

What was the outcome of the quest the first time you did it, and where/how did you find it again?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: Szasz on October 30, 2020, 01:18:16 PM
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.

This sounds good. I've been curious about every scenario bred by my choice of responses in dialogues.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: boggled on November 06, 2020, 10:11:00 AM
I don't think the 5 industry at size>=9 is there anymore, is this intended?

That's from a different mod.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: okj on November 06, 2020, 10:26:05 AM
Oosp wrong thread sorry
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: okj on November 06, 2020, 10:28:19 AM
What is an arcology world?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: boggled on November 06, 2020, 10:39:45 AM
What is an arcology world?


This is covered in the mod guide in the first post of this thread.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: Malleator on November 09, 2020, 11:19:07 AM
I miss the euteck.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: wanderer3421 on November 10, 2020, 11:40:26 PM
Found a bug when you build a astropolis in a gas giant with an outpost the astropolis will spawn in the nearest star.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: boggled on November 11, 2020, 04:53:17 AM
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!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: okj on November 12, 2020, 10:07:10 AM
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?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: boggled on November 12, 2020, 10:10:09 AM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: okj on November 12, 2020, 08:04:13 PM
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?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: Serenitis on November 13, 2020, 06:07:29 AM
I miss the euteck.
I miss being able to change the temperature of planets without changing the type.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: wanderer3421 on November 13, 2020, 07:03:14 AM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: boggled on November 13, 2020, 09:36:56 AM
I miss the euteck.
I miss being able to change the temperature of planets without changing the type.

I'm thinking about bringing back the EUTECK and allowing temperature changes for the next update. I'm waiting for the new version of starsector to be released before doing further development.

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.

I'll take a look at this and try to fix this in the next update. Thanks for letting me know!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: battleturkies on November 21, 2020, 09:46:41 PM
Love the content, this mod is dope :)
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: boggled on November 22, 2020, 07:06:51 AM
Love the content, this mod is dope :)

Thank you! I'm glad you're enjoying the mod!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: UserNameViolation on November 25, 2020, 11:28:19 AM
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!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: boggled on November 25, 2020, 12:18:28 PM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: UserNameViolation on November 25, 2020, 12:33:14 PM
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!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: boggled on November 25, 2020, 12:44:01 PM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: UserNameViolation on November 25, 2020, 12:48:40 PM
Spoiler
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.
[close]

Got it, thanx! You are awesome! Keep up the good work=)
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: hollow on November 25, 2020, 04:09:33 PM
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
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: boggled on November 25, 2020, 04:30:25 PM
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

No, the values are hardcoded. I'll add a setting to modify this when I update the mod for the new version of starsector.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: Aweguy on November 26, 2020, 11:03:17 AM
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.  :)
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: boggled on November 26, 2020, 01:30:10 PM
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.  :)

Hmm, I could add a setting to override the astropolis planet size requirement.

The three astropoli limit is the lowest I could make it while still allowing the player to "recreate" Mairaath before the pather attack.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: Aweguy on November 27, 2020, 10:17:43 AM
Ok then. Keep it up and i'll be waiting for the next update (i know that it will come after Starsector gets updated)
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: Shura_Takahara on December 01, 2020, 05:32:44 AM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: boggled on December 01, 2020, 05:42:59 AM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: FatalStrings on December 01, 2020, 06:02:55 PM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: Shura_Takahara on December 02, 2020, 03:54:02 AM
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.

you can  do it has many times you want,but it will still take time.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: Farya on December 06, 2020, 03:17:15 AM
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?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: boggled on December 06, 2020, 06:28:03 AM
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?

If I don't implement remote terraforming, I'll definitely add a way to check progress.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: TiberQ on December 07, 2020, 10:22:12 AM
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 ;-)
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: boggled on December 07, 2020, 10:50:07 AM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: SyntacticMelon on December 08, 2020, 09:25:45 PM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: TiberQ on December 09, 2020, 04:01:30 AM

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]
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: boggled on December 09, 2020, 05:58:57 AM
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.

It won't be quite that simple to implement unfortunately, but I'll add an option to remove some of the negative US conditions for the next update.


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]


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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: TiberQ on December 09, 2020, 09:41:20 AM

I've also been using it along Unknown Skies which adds a few planetary conditions that can't be removed.

US_shrooms "Magic Shrooms"



Oh Man...
I scour the entire sector to find and harvest these...
vive le resistance! ;-p



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 & Thanks !



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.


Aye the 4 spots for moon spawns look hardcoded, not enough experience to know for sure.
On the other hand, Vanilla station spawn next to a planet gives it's own spot in the list (1st picture right to 1st gas). So maybe Astropolis stations can get one as well? Because i do like those stations very much, especially in low planet systems, where i dont wanna run off to, to defend every time something gets thrown at it.

But as i said before, i'm not here to put alot of work in your hands, i recon the use max 4 slots who are already there is the least amount of work.

Anyway, very good mod so far, keep it up !

Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: SyntacticMelon on December 09, 2020, 09:09:12 PM
That is all I ask, thank you!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: Serenitis on December 10, 2020, 04:44:57 PM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: FatalStrings on December 10, 2020, 09:22:30 PM
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
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: boggled on December 11, 2020, 04:57:22 AM
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!

Code
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.

As I suspected. Thanks for your help!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: Chairman Suryasari on December 11, 2020, 10:07:24 AM
I think you can type "removecondition boggled_cramped" or something like that when you visiting your station. I will check it later.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: FatalStrings on December 11, 2020, 06:45:36 PM
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!

Code
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.

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.


I tried pasting the code in console commands but it didnt work (IDK how to run scripts LOL). But "removecondition cramped_quarters" command seems to work. thanks for the help.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: Chairman Suryasari on December 11, 2020, 09:19:37 PM
Yeah that one, btw if you want to add or remove, use this command "list conditions" to check every conditions available in the game.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: Seleukus on December 27, 2020, 05:36:28 PM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: n3xuiz on December 28, 2020, 12:55:37 AM
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
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: boggled on December 28, 2020, 05:43:34 AM
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.

Check again - there's an option near the start of the settings file to allow gas giant terraforming.

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

I'm glad you're enjoying the mod! I've considered implementing orbital rings in the past but there are technical limitations which prevent this. I know at least one other mod features an orbital ring, but adding an orbital ring to a planet that already exists (versus spawning a planet with one from the start) is the problem.

Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: Flacman3000 on December 28, 2020, 09:30:43 AM
Can anyone tell me why planets with a mild climate condition always have hot climate conditions making it a useless and unimmersive condition?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: Farya on December 28, 2020, 10:03:25 PM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: boggled on December 29, 2020, 04:45:10 AM
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.

I do intend to add options to change specific conditions (such as the military virus) in the next patch. I'm waiting for the next version of starsector before doing any more updates.

I can't edit vanilla industries like Techmining without introducing compatibility problems with other mods. I agree that there could be changes to Techmining to make it more interesting, but that's up to Alex.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: megabot on December 29, 2020, 12:05:11 PM
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
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: boggled on December 29, 2020, 12:31:38 PM
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

This is almost certainly not caused by or related to this mod (TASC). Outposts are a Nex feature.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: john frost on January 06, 2021, 09:13:07 AM
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
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: boggled on January 06, 2021, 11:22:23 AM
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


I don't think a dyson sphere would be lore-compatible, and it also probably wouldn't contribute much to improving gameplay. How do you envision it would work from a gameplay standpoint?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: Uhlang on January 08, 2021, 05:51:42 AM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: boggled on January 08, 2021, 07:12:45 AM
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.

If vanilla is already getting a megastructure that orbits stars, I probably don't want to infringe on it by making my own. Depending on how Alex implements it, I might reconsider this at a later time.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: Outlander on January 13, 2021, 01:06:05 PM
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?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: boggled on January 13, 2021, 02:10:17 PM
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?

DIY Planets used to cause a crash if you created an arcology world via terraforming using TASC (this mod). That crash has been fixed. In general, people who use both TASC and DIY Planets should disable terraforming in TASC to avoid unexpected behavior. If terraforming is disabled in TASC, then it should be fully compatible with DIY Planets.

I've never heard of any incompatibilities between Better Colonies and TASC, so I assume there's no problem. Please let me know if you encounter any issues so I can fix them.

Astropoli count towards your administrator limit just like a normal colony would. They're useful because they have 100% hazard and can be built in close proximity to other colonies to stack defensive fleets.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: Outlander on January 14, 2021, 10:43:05 AM
I see. It's a pity though. There are things I really like about each mod.

DIY let's you be more specific and involved in the terraforming process, and it can take a while to complete because of the RNG aspect to it, but the progression is one-directional (they can only "improve") which is more "realistic" but cuts down on the options available for planet types to choose. And it has the ships to create planets and stars, which I wish were their own mini-mod, but understand why they are simply included into DIY.
Meanwhile TASC is more varied on the types of planets you can create (less realistic but more flexible options), has more features overall (except those ships), more customizable thanks to the settings file but the progression seems much more passive (as far as I can tell anyway, have not tried it yet).

There were a few other things I wanted to ask about. I tried to compile them in one post so I don't end up writing one for each question that pops in my head:

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.

Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: boggled on January 14, 2021, 11:23:58 AM
First would be Arcology worlds. What are their characteristics? Why would I want to create one? Advantages and disadvantages?

They're basically desert planets that can support unique buildings. See the mod guide in the original post.

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.

Those industries were created due to popular demand or were failed experiments. They're disabled by default because I think they create a bad gameplay experience, but I left them in the mod because some players have a different opinion and like using them. The in-game tooltips describe what they do if you're curious (make sure to back up your save before enabling them).

Thanks for letting me know about the spelling mistake! I'll correct that for the next patch.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: EdisonTrent on January 30, 2021, 06:04:46 AM
Thank you very much for continuing to work on and support your mods in these trying times.
Conquering Optimizing the galaxy is one of the few ways I can relax and take a break from reality.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: boggled on January 31, 2021, 06:09:36 AM
Thank you very much for continuing to work on and support your mods in these trying times.
Conquering Optimizing the galaxy is one of the few ways I can relax and take a break from reality.

I'm glad you're enjoying the mod!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: ssauraabi on February 02, 2021, 10:29:00 PM
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).
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: boggled on February 03, 2021, 10:17:46 AM
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).

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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: Great Leader on February 05, 2021, 04:26:18 PM
This mod is crazy. I technically concluded my vanilla playthrough just to try this out and it's great.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: boggled on February 05, 2021, 04:47:13 PM
This mod is crazy. I technically concluded my vanilla playthrough just to try this out and it's great.

Thank you!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: ssauraabi on February 06, 2021, 09:01:19 PM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: boggled on February 07, 2021, 06:13:40 AM
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.

If you do manage to get the source code, let me know. Despite the fact that it's buggy and abandoned, a lot of people still seem to use DIY, so I may want to copy some of the more popular features from DIY into my mod.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: Marwan_041899 on February 07, 2021, 11:35:33 AM
gives a fatalerror index 3 size 1 when paired with Xenoargh's Mod Pack
is there a fix for this i can implement?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: boggled on February 07, 2021, 12:46:21 PM
gives a fatalerror index 3 size 1 when paired with Xenoargh's Mod Pack
is there a fix for this i can implement?

Can you post the stack trace?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: Great Leader on February 10, 2021, 02:24:07 PM
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
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: boggled on February 10, 2021, 02:49:44 PM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: Great Leader on February 11, 2021, 11:51:45 AM
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.
Okay I might have seen it in another mod then. Thanks.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: Sidestrafe2462 on February 16, 2021, 05:26:53 PM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: Mach56 on February 16, 2021, 07:27:11 PM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: IonDragonX on February 16, 2021, 07:31:32 PM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: boggled on February 17, 2021, 05:36:15 AM
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.

The player shouldn't be able to start the quest if the destination systems/planets don't exist. If you can start the quest but not finish it due to the planets not existing, please let me know because that's a bug. Thanks!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: Suportík on February 20, 2021, 09:04:04 AM
SG1 just sent my gate into star, send help. (https://i.imgur.com/8y8efNU.png)
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: boggled on February 20, 2021, 09:41:08 AM
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?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: Suportík on February 20, 2021, 10:51:02 AM
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?

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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: boggled on February 20, 2021, 11:07:38 AM
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.

Sounds like another mod you're using could be responsible for this. Once the gate is constructed, the orbit shouldn't change.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: Spardok on February 26, 2021, 09:19:15 PM
So I'm not sure what's going on but when I bring an
Spoiler
astral 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]
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: boggled on February 27, 2021, 05:42:37 AM
So I'm not sure what's going on but when I bring an
Spoiler
astral 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]

Are you running any mods which add/modify ships? Only the vanilla Astral hull will be "seen" by TASC, so if you have a variant of it from a different mod, that could explain the issue. Can you post a screenshot of your fleet and the refit screen for your Astral?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: Chairman Suryasari on February 27, 2021, 10:57:33 AM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: boggled on February 27, 2021, 11:08:41 AM
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'm glad you like some of the buildings! I'm always looking for ideas to add more buildings, but right now I've already implemented all the ones I thought were worthwhile.

Keep in mind that the Industrial Evolution mod adds quite a few unique buildings as well, and I don't want to duplicate buildings already present in that mod.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: Spardok on February 27, 2021, 12:12:46 PM
 I just changed it in the settings to just give it to me. I sold the astral somewhere so not sure if I can find it again.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: Chairman Suryasari on February 27, 2021, 12:17:24 PM
Make sure you use the OG Astral, not Culann Astral or any modded Astral like boss ship and Cabal ships.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: Spardok on February 28, 2021, 12:09:27 AM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: boggled on February 28, 2021, 05:39:20 AM
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.

What was the console command you used to spawn the Astral into your fleet?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: Chairman Suryasari on February 28, 2021, 09:31:09 AM
Try to use this console command "addship astral" to get the vanilla astral and compare that ship with the one you use and send the screenshot here.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: Spardok on February 28, 2021, 07:29:16 PM
I used the same command that the Chairman of Suryasari said to use.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: Baltico on March 01, 2021, 01:20:32 PM
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 :(
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: boggled on March 01, 2021, 02:15:29 PM
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 used the same command that the Chairman of Suryasari said to use.

Hmmm... Can you post a screenshot of your fleet with the Astral in it and a screenshot of the dialogue screen with the option missing? I took a look at my code, and it should actually detect any ship that has "astral" in the hull ID, not just the vanilla one.

It's possible you selected dialogue options that preclude you from showing Luyten the Astral - did you pay (or offer to pay) him a bribe? If so, he's not interested in the Astral anymore!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: Baltico on March 01, 2021, 02:24:20 PM
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
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: boggled on March 01, 2021, 03:53:37 PM
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

https://i.imgur.com/ulvepTi.gif

Take a look at the above tutorial, except instead of terraforming, select the Construct Siphon Station ability.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: Revontulet on March 02, 2021, 10:53:21 PM
How do you make the stellar shades disappear from the map once you remove the industry??? They are causing a lot of map clutter!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: boggled on March 03, 2021, 10:53:18 AM
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.

Code
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)
Code
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)
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: Revontulet on March 03, 2021, 03:50:33 PM
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.

Code
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)
Code
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)

tyvm
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: Serenitis on March 04, 2021, 12:27:23 PM
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.
Spoiler
1560874 [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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: boggled on March 04, 2021, 01:56:51 PM
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.
Spoiler
1560874 [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.

Thanks for reporting this. I'll get it fixed for the next update.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: Darkwhip on March 04, 2021, 07:09:45 PM
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?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: boggled on March 05, 2021, 05:38:34 AM
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?

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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: Uhlang on March 05, 2021, 01:49:51 PM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: boggled on March 05, 2021, 02:05:46 PM
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.

Good point about the vanilla "star" device. I'll wait and see how that works before deciding whether to implement this.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: Revontulet on March 06, 2021, 09:37:16 PM
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
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: boggled on March 07, 2021, 05:33:54 AM
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.?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: Revontulet on March 08, 2021, 08:32:57 AM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: boggled on March 08, 2021, 08:40:54 AM
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.

That's odd. Either way, I'm glad it's fixed!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: Darkwhip on March 09, 2021, 06:59:58 AM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: boggled on March 09, 2021, 08:23:37 AM
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.

Adding a queue is never going to happen with the current system due to the complexity and potential for bugs. I'm looking at adding an option to remotely control terraforming in the next patch which should hopefully satisfy players who don't want to have to travel to the planet in-person to manage it.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: X_Empire on March 13, 2021, 12:24:18 PM
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.


 
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: boggled on March 13, 2021, 01:35:14 PM
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 would add a delay/build time for stations, except I don't have sprites for stations that are under construction.

I don't want to require a certain industry to be in-system in order to build stations because this would preclude building them in empty systems with no planets. I think it would also increase complexity without adding anything interesting to the gameplay.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: Uhlang on March 13, 2021, 02:42:43 PM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: boggled on March 13, 2021, 03:59:03 PM
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.

True enough, but I think the asteroid stations are a bit different because players will be loitering around them waiting for construction to finish. I think players will feel disappointed if the big moment of construction finishing has no visual indicator or change whatsoever.

Also, size 3 stations only have 1000 inhabitants right? How long could it conceivably take with the level of technology present in Starsector to build a station that small? Even with current (or near future) technology, inflatable space habitats could be deployed in a few days at most.

Maybe I will add a non-default option with a configurable delay for station construction. I think without a sprite change it probably shouldn't be added as a default feature.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: zavkof on March 15, 2021, 12:37:55 AM
Hi Boggled, is this mod compatible with Adjusted Sector? I've set up astral gates in Duzakh and Damar's Star but only the Duzakh gate is recognized. The game in Damar's Star doesn't even show up in the intel menu. Thanks again for all your hard work on this incredible mod.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: 603bill on March 15, 2021, 08:06:54 AM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: blueberry on March 17, 2021, 05:51:17 AM
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!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: boggled on March 17, 2021, 06:09:45 AM
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 haven't tested the interaction between these two mods, but the quest involving that system has safeguards to prevent bugs in the event the system is altered by other mods.

If you end up playing with both mods enabled, please let me know if you encounter any bugs so I can fix them. Thank you!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: gacsean on March 19, 2021, 02:40:16 PM
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?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: boggled on March 19, 2021, 02:56:42 PM
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?

I wasn't aware this was occurring and I didn't implement it. That being said, Archean Order is partially incompatible with this mod, and even though there aren't game breaking bugs (to my knowledge), it's probably best not to enable both of them at the same time even if you find a way around the restriction.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: gacsean on March 19, 2021, 03:11:58 PM
Thanks for the info! Do you know of a way I can overcome it?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: boggled on March 19, 2021, 04:10:10 PM
Thanks for the info! Do you know of a way I can overcome it?

I'm not sure how to do it. Trying asking in the Archean Order mod thread, or maybe make a general post about it. If you figure out what's causing it, please let me know!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: zavkof on March 19, 2021, 06:15:21 PM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: boggled on March 19, 2021, 06:28:11 PM
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?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: zavkof on March 20, 2021, 12:02:44 PM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: boggled on March 20, 2021, 02:54:09 PM
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.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
Post by: zavkof on March 22, 2021, 01:54:46 PM
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.

Thank you so much!
Title: Re: [0.95a] Terraforming and Station Construction (v5.5.0)
Post by: runetrantor on March 30, 2021, 10:57:50 PM
Quote
Astral gates will likely be removed from the mod in 6.0.0 due to new content in vanilla.

On one hand, this pains me greatly, as I loved them as a feature.

On the other... hoo boy, what that implies for vanilla... I havent seen anything from the new update yet, but that sounds promising. :P
Title: Re: [0.95a] Terraforming and Station Construction (v5.5.0)
Post by: Uhlang on March 31, 2021, 05:37:28 AM
Quote
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.

Also, will you add the option to create barren worlds now that Synchrotrons need the "No Atmosphere" condition?
Title: Re: [0.95a] Terraforming and Station Construction (v5.5.0)
Post by: boggled on March 31, 2021, 05:44:46 AM
Quote
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.

Also, will you add the option to create barren worlds now that Synchrotrons need the "No Atmosphere" condition?

Trust me, after you play it (or simply look through the console commands and/or rules.csv) you'll come to the same conclusion about astral gates.

I'm still thinking about how best to rework terraforming. Given that the new items turn many harmful conditions into a positive thing, I'm considering restricting terraforming to habitable planets only, getting rid of the "terraforming points" system, and bringing back the "water access" requirement for some planet types. Of course, there would be settings options for those who want less restrictions.
Title: Re: [0.95a] Terraforming and Station Construction (v5.5.0)
Post by: Serenitis on March 31, 2021, 06:20:30 AM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v5.5.0)
Post by: boggled on March 31, 2021, 07:51:00 AM
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.


The new implementation in vanilla is to "suppress" negative conditions like temperate, poor light, etc., not to remove or change them. This is how the fusion lamp and the vanilla stellar mirror condition work (although apparently Eventide and Eochu Bres don't have any of the conditions that get suppressed, so this isn't immediately obvious without testing the fusion lamp).

I want my implementation of terraforming to conform with how the fusion lamp works in vanilla so players can understand it and it "gels" properly. Instead of removing or altering negative conditions, I want my terraforming buildings to use the new "suppression" feature instead for most situations (exceptions being pollution and decivilized subpopulation).

For example, instead of removing the Meteor Impacts condition, I'll have the planetary shield suppress it. For No Atmosphere, I may have a dome-city building that will suppress it, but not remove it, so that the hazard increase is gone but the special items that require no atmosphere will still work.

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. The special items that require No Atmosphere to work means there are now two "ideal" planet configurations, not just one, which isn't much of an improvement.

The idea of limiting terraforming to one "temperature step" is interesting. It seems to work well for hot worlds, but the fusion lamp causes problems because it suppresses both cold and extreme cold, even in systems with no star, and it will make planets hot if you don't meet the volatiles demand. The "temperature step" system would seem to only place restrictions on Very Hot planets, while all other planets could easily be turned into whatever the player desires, provided they have a fusion lamp.
Title: Re: [0.95a] Terraforming and Station Construction (v5.5.0)
Post by: Audun on March 31, 2021, 05:58:52 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v5.5.0)
Post by: Chikanuk on March 31, 2021, 06:26:35 PM
Imho terran worlds must be in general better. Ofc over tipes can have their own benefits, but it called terran for a reason
Title: Re: [0.95a] Terraforming and Station Construction (v5.5.0)
Post by: boggled on March 31, 2021, 06:43:23 PM
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.

I'm glad you're enjoying the mod!

I've considered bonuses or buildings unique to specific planet types to give the player an incentive to create something other than Terran worlds. The Wildlife Exploitation and Spice Harvesting industries already exist (albeit as non-default settings), but they're pretty simplistic and lore compatibility prevents Spice Harvesting from ever becoming a default option.

I don't think I want to create things that give a flat production bonus based on planet type because (1) the special items and +2 farming from stellar reflectors introduced in 0.95a already partially fill this role, and (2) it's difficult to come up with lore-compatible reasons for why those bonuses can only apply on a specific planet type, especially considering that most planet types already have certain types of resources that are more abundant on them (ex. lava planets tend to have high ore resources, frozen planets have high volatiles, jungle has high organics, etc.).

I think a better option might be to expand on things like the Wildlife Exploitation to make them more compelling. Maybe I'll have the Wildlife Exploitation give the planet Inimical Biosphere, but generate tourism revenues based on accessibility and stability (since those factors heavily influence tourism revenues in real life) instead of just a flat amount. Another idea could be a "Hellforge" building for lava planets that supplies lots of ship hulls and gives a bonus to fleet strength. This would fit well with the special item from 0.95a that boosts fleet strength on hot planets. Kletka Simulators already have reduced upkeep on cold planets. Water worlds have lobsters. Now I just need something for desert/arid worlds.

Imho terran worlds must be in general better. Ofc over tipes can have their own benefits, but it called terran for a reason

True enough. Worlds that meet the requirements to be terraformed to Terran should always get a big benefit from it, but I want to make the ones that can't be terraformed (with default settings) interesting enough to justify colonizing them.
Title: Re: [0.95a] Terraforming and Station Construction (v5.5.0)
Post by: Uhlang on April 01, 2021, 10:31:19 AM
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."
Title: Re: [0.95a] Terraforming and Station Construction (v5.5.0)
Post by: boggled on April 01, 2021, 12:34:23 PM
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."

That makes sense. The same goes for jungle worlds I suppose.
Title: Re: [0.95a] Terraforming and Station Construction (v5.5.0)
Post by: ShpunkY on April 01, 2021, 01:09:04 PM
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" condition to have the option to use aquaculture (but most importantly seed it with Volturnian Lobster)
3 manufacturing specialization condition 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   
Title: Re: [0.95a] Terraforming and Station Construction (v5.5.0)
Post by: Uhlang on April 01, 2021, 01:37:50 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v5.5.0)
Post by: boggled on April 01, 2021, 02:15:07 PM
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   

Hydroponics already exists in this mod as a non-default industry, and I think it detracts from the gameplay experience, so I don't think making functionally similar industries would be a good idea.

Stations already have some level of specialization - they can slot the special items that require the "No Atmosphere" condition to boost production. Plus, I think Industrial Evolution already has "edicts," and I don't want to infringe on that idea.

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.

With the massive bonuses to Farming in 0.95a (+2 food from stellar reflectors, +2 food from Soil Nanites), I think it will be a no-brainer to build Farming on any habitable world with farmland. The Wildlife Exploitation producing food would be useless since two industries producing the same commodity don't increase colony income (as far as I know), and I don't want Wildlife Exploitation to just be a straight upgrade to Farming by benefitting from those bonuses too.
Title: Re: [0.95a] Terraforming and Station Construction (v5.5.0)
Post by: epicnoel on April 02, 2021, 12:39:23 PM
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 !
Title: Re: [0.95a] Terraforming and Station Construction (v5.5.0)
Post by: boggled on April 02, 2021, 12:41:37 PM
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!
Title: Re: [0.95a] Terraforming and Station Construction (v5.5.0)
Post by: ShinUmbra on April 02, 2021, 12:47:48 PM
ok i'm going crazy, Terraforming Control Panel ability does not exist, i have the ability to make astro stations and mining stations but Terraforming Control Panel ability is not there i clicked the empty bar and there is nothing, i don't undstand what i'm doing wrong at all!

https://imgur.com/a/Or80wQs

this is my ability bar and my mods i have setup.... what is happening =/
Title: Re: [0.95a] Terraforming and Station Construction (v5.5.0)
Post by: ShinUmbra on April 02, 2021, 12:49:50 PM
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!

oh... well that explains everything, disregard my last post.. lol i've searched everywhere to try and figure this out..
Title: Re: [0.95a] Terraforming and Station Construction (v5.5.0)
Post by: epicnoel on April 02, 2021, 12:50:06 PM
Understood thanks a lot for the fast reply !
Title: Re: [0.95a] Terraforming and Station Construction (v5.5.0)
Post by: ShinUmbra on April 02, 2021, 12:56:17 PM
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!

So i changed

   #Setting this to false will completely disable any terraforming content
   "boggledTerraformingContentEnabled":true,

from false to true and the control panel still doesn't show up in my abilties? did i enable the wrong thing?
Title: Re: [0.95a] Terraforming and Station Construction (v5.5.0)
Post by: ShinUmbra on April 02, 2021, 12:58:26 PM
nevermind tried again and got it working, sorry i might have just had to unload and reload the mod before launching or instead of clicking continue i clicked load save game instead
Title: Re: [0.95a] Terraforming and Station Construction (v5.5.0)
Post by: Michihiri on April 03, 2021, 08:32:06 AM
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...
Title: Re: [0.95a] Terraforming and Station Construction (v5.5.0)
Post by: boggled on April 03, 2021, 09:42:26 AM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v5.5.0)
Post by: Ninakie on April 03, 2021, 09:50:03 AM
Is there a place where i can find the 0.9.1a game version of this mod?
Title: Re: [0.95a] Terraforming and Station Construction (v5.5.0)
Post by: boggled on April 03, 2021, 10:49:26 AM
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
Title: Re: [0.95a] Terraforming and Station Construction (v5.5.0)
Post by: Ninakie on April 03, 2021, 10:53:15 AM
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

thank you very much! :)
Title: Re: [0.95a] Terraforming and Station Construction (v5.5.0)
Post by: Berlioz on April 03, 2021, 09:34:56 PM
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! :)
Title: Re: [0.95a] Terraforming and Station Construction (v5.5.0)
Post by: Michihiri on April 04, 2021, 12:30:55 AM
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.

Thank you for the info!
Love the mod btw
Title: Re: [0.95a] Terraforming and Station Construction (v5.5.0)
Post by: bragonfly1 on April 04, 2021, 01:42:21 AM
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
Title: Re: [0.95a] Terraforming and Station Construction (v5.5.0)
Post by: boggled on April 04, 2021, 06:00:34 AM
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! :)

Can you post the stack trace so I can figure out what the issue is?

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, 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.
Title: Re: [0.95a] Terraforming and Station Construction (v5.5.0)
Post by: Rei Akiba on April 04, 2021, 08:13:39 AM
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
 
Title: Re: [0.95a] Terraforming and Station Construction (v5.5.0)
Post by: boggled on April 04, 2021, 09:42:58 AM
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
 

Stellar mirror arrays have always been a feature of this mod, and they will be back in 6.0.0 once I update the terraforming features!
Title: Re: [0.95a] Terraforming and Station Construction (v5.5.0)
Post by: WillDigForFood on April 04, 2021, 01:32:37 PM
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.)
Title: Re: [0.95a] Terraforming and Station Construction (v5.5.0)
Post by: boggled on April 04, 2021, 02:26:03 PM
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.)

It's not planet type specific. It's a matter of a (rather embarrassing) plus sign being switched with a minus sign. Sorry for the inconvenience!
Title: Re: [0.95a] Terraforming and Station Construction (v5.5.0)
Post by: Berlioz on April 05, 2021, 12:45:57 AM
Can you post the stack trace so I can figure out what the issue is?

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.
Never mind, im an idiot! thanks!
Title: Re: [0.95a] Terraforming and Station Construction (v5.5.0)
Post by: Profit Prophet on April 08, 2021, 10:02:15 AM
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.  :)
Title: Re: [0.95a] Terraforming and Station Construction (v5.5.0)
Post by: boggled on April 08, 2021, 02:24:13 PM
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.  :)

I'm glad you like the mod! I'm working on the 0.95 update but progress has been a little slower than I anticipated. I've gotten a lot done and I'm still aiming to release 6.0.0 early next week.
Title: Re: [0.95a] Terraforming and Station Construction (v5.5.0)
Post by: InsanityComplx on April 08, 2021, 03:46:35 PM
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).
Title: Re: [0.95a] Terraforming and Station Construction (v5.5.0)
Post by: boggled on April 08, 2021, 03:52:48 PM
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!
Title: Re: [0.95a] Terraforming and Station Construction (v5.5.0)
Post by: InsanityComplx on April 08, 2021, 04:08:11 PM
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!

Eyyyy, that's all you needed to say my man. Plus a few bugs never hurt anything. Good luck modding!
Title: Re: [0.95a] Terraforming and Station Construction (v5.5.0)
Post by: RatherWhy? on April 09, 2021, 12:50:36 PM
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.)
Title: Re: [0.95a] Terraforming and Station Construction (v5.5.0)
Post by: boggled on April 09, 2021, 03:01:04 PM
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.)

That's being caused by incompatibility with the new version of starsector. You'll have to leave that quest disabled in the settings file.
Title: Re: [0.95a] Terraforming and Station Construction (v5.5.0)
Post by: ShpunkY on April 11, 2021, 01:54:51 AM
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 ?
Title: Re: [0.95a] Terraforming and Station Construction (v5.5.0)
Post by: boggled on April 11, 2021, 05:39:51 AM
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!
Title: Re: [0.95a] Terraforming and Station Construction (v5.5.0)
Post by: Spacejunkhauler on April 11, 2021, 10:06:35 AM
Hey, i found this mod amazing so far. I just have one problem, i cant build Astropolis Stations.

I should mention that i still use an older modset, with 5.4.6 as this mod version, aswell als the previous version of Starsector (so the version before 0.95a).
I dont know if someone can still help me because of this but i wantet to ask anyway.
Title: Re: [0.95a] Terraforming and Station Construction (v5.5.0)
Post by: ian9018 on April 11, 2021, 02:31:54 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v5.5.0)
Post by: boggled on April 12, 2021, 07:44:56 AM
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.

I considered doing that, but I think it would be more complicated than just hiding No Atmosphere, and players would be confused because they wouldn't be aware of the rationale for why those conditions are even there since they just cancel each other out.

Plus, I would have to overwrite the No Atmosphere condition anyway because the icon and description reference a planet, not a station.
Title: Re: [0.95a] Terraforming and Station Construction (v5.5.0)
Post by: InsanityComplx on April 12, 2021, 02:20:45 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v5.5.0)
Post by: boggled on April 12, 2021, 02:34:48 PM
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.

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.

You're right, the description on soil nanites is not compatible with Hydroponics being able to install it, so I haven't made that change.
Title: Re: [0.95a] Terraforming and Station Construction (v6.0.0)
Post by: speeder on April 13, 2021, 06:17:39 PM
So what happen if I mix this with DIY planets?
Title: Re: [0.95a] Terraforming and Station Construction (v6.0.0)
Post by: ShpunkY on April 13, 2021, 07:14:43 PM
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 ?
Title: Re: [0.95a] Terraforming and Station Construction (v6.0.0)
Post by: Uhlang on April 13, 2021, 08:58:59 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v5.5.0)
Post by: Khornaar on April 14, 2021, 02:55:41 AM

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.

Do you, maybe, have any plans to make them available through the questline? Something similar to the "Red planet", which unlocks "Planet shield" Industry.
Title: Re: [0.95a] Terraforming and Station Construction (v6.0.0)
Post by: Kaokasalis on April 14, 2021, 03:32:54 AM
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.

Spoiler
Would 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]
Title: Re: [0.95a] Terraforming and Station Construction (v6.0.0)
Post by: boggled on April 14, 2021, 05:41:05 AM
So what happen if I mix this with DIY planets?

There will be some problematic interactions related to Decivilized Subpop and Pollution if you leave terraforming enabled on my mod, otherwise they should be fully compatible.

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 ?


Siphon stations can install the Plasma Dynamo.

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.

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. 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.

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.


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.

Do you, maybe, have any plans to make them available through the questline? Something similar to the "Red planet", which unlocks "Planet shield" Industry.

No, the reason Hydroponics and Cloning are non-default is because I think they make the gameplay worse just by being present. Some people enjoy using them so I've left them in the mod, but I don't think they can become a default option in the foreseeable future.

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.

Spoiler
Would 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]

Yes, I will be adding an option to build the vanilla "derelict" gates soon using Domain-era artifacts.
Title: Re: [0.95a] Terraforming and Station Construction (v6.0.0)
Post by: Ramdat on April 14, 2021, 07:21:45 AM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v6.0.0)
Post by: boggled on April 14, 2021, 07:28:51 AM
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.

That's interesting. I'll take a look and get it working properly again for 0.95a.
Title: Re: [0.95a] Terraforming and Station Construction (v6.0.0)
Post by: Uhlang on April 14, 2021, 07:29:23 AM
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.
Quote
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 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.
Quote
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.
Title: Re: [0.95a] Terraforming and Station Construction (v6.0.0)
Post by: boggled on April 14, 2021, 08:19:18 AM
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.
Quote
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 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.
Quote
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.

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.

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.

From a lore standpoint, making the Mesozoic Park require a Genelab would make sense. From a balance standpoint, requiring the player to have a bunch of Domain-era artifact production to support the Genelab, and having the Genelab take up another building slot in the colony seems like it would discourage building the Mesozoic Park and make it not worth the effort, especially since the Mesozoic Park basically requires Domed Cities too to suppress Inimical Biosphere.

I will have to edit the descriptions on the Genelab and Mesozoic Park to fix the lore issues though.
Title: Re: [0.95a] Terraforming and Station Construction (v6.0.0)
Post by: Uhlang on April 14, 2021, 09:21:43 AM
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.
That would encourage terraforming without creating a hurdle for those who don't want to bother.
Title: Re: [0.95a] Terraforming and Station Construction (v6.0.0)
Post by: VolturnianMobster on April 14, 2021, 12:13:01 PM
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!
Title: Re: [0.95a] Terraforming and Station Construction (v6.0.0)
Post by: erikem on April 14, 2021, 12:15:15 PM
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
Title: Re: [0.95a] Terraforming and Station Construction (v6.0.0)
Post by: boggled on April 14, 2021, 12:21:07 PM
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!

I can't say for sure, but I think the upcoming smaller patches will be save compatible. When I add terraforming type changes back in, that will likely not be save compatible.

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

You can back up the old version and try it. It might work if you haven't used any of the mod's features yet and don't have the abilities on your bar.
Title: Re: [0.95a] Terraforming and Station Construction (v6.0.0)
Post by: Retry on April 14, 2021, 03:56:42 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v6.0.0)
Post by: It_that_watches on April 14, 2021, 05:32:36 PM
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."
Title: Re: [0.95a] Terraforming and Station Construction (v6.0.0)
Post by: boggled on April 14, 2021, 06:14:23 PM
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 probably won't implement blueprints for structures. This is because I would have to write a high-quality quest to unlock them, and that's extremely time consuming and I wouldn't be able to match the quality of the vanilla quests anyway.

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."

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?
Title: Re: [0.95a] Terraforming and Station Construction (v6.0.0)
Post by: Serenitis on April 15, 2021, 01:54:32 AM
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.
If you did want to use industry blueprints, just defining the specific items and adding them to a drop table would allow them to spawn as salvage.
That might be too random though.

Quote
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.
So it has farmland, because aquaculture requires the 'water covered surface' condition that it can't be given via procgen.
Title: Re: [0.95a] Terraforming and Station Construction (v6.0.0)
Post by: Lethargic on April 15, 2021, 02:10:45 AM
Does this mod compatible with DIY planet mod from kentington? I just want to make an absolute colony
Title: Re: [0.95a] Terraforming and Station Construction (v6.0.0)
Post by: VolturnianMobster on April 15, 2021, 02:39:39 AM
Does this mod compatible with DIY planet mod from kentington? I just want to make an absolute colony
Boggled said it might be, if you turn off all terraforming features and limit yourself to buildings/stations.
Title: Re: [0.95a] Terraforming and Station Construction (v6.0.0)
Post by: speeder on April 16, 2021, 08:05:29 AM
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)
Title: Re: [0.95a] Terraforming and Station Construction (v6.0.0)
Post by: Ramdat on April 16, 2021, 08:37:19 AM
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)

The terraforming parts of the mod can already be easily disabled.

Open:

Code
C:\Program Files (x86)\Fractal Softworks\Starsector\mods\Terraforming and Station Construction\data\config\settings.json

Change:

Code
"boggledTerraformingContentEnabled":true,

Into:

Code
"boggledTerraformingContentEnabled":false,
Title: Re: [0.95a] Terraforming and Station Construction (v6.0.0)
Post by: Szasz on April 16, 2021, 12:40:35 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v6.0.0)
Post by: boggled on April 16, 2021, 02:12:21 PM
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!
Title: Re: [0.95a] Terraforming and Station Construction (v6.0.0)
Post by: Szasz on April 16, 2021, 02:27:48 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v6.0.0)
Post by: boggled on April 16, 2021, 02:36:30 PM
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.

Some of the smaller updates probably will be, but the full terraforming implementation will not be backwards compatible.
Title: Re: [0.95a] Terraforming and Station Construction (v6.0.0)
Post by: Szasz on April 16, 2021, 04:01:30 PM
Aw :(
Thanks anyway
Title: Re: [0.95a] Terraforming and Station Construction (v6.0.0)
Post by: ShpunkY on April 17, 2021, 06:37:58 AM
so will arcology worlds ever make a return ?
Title: Re: [0.95a] Terraforming and Station Construction (v6.0.0)
Post by: boggled on April 17, 2021, 09:47:51 AM
so will arcology worlds ever make a return ?

Probably not. The new special items that care about planet conditions don't gel properly with a planet type that has no conditions at all, and the unique buildings have largely been supplanted by new stuff I added in 6.0.0.
Title: Re: [0.95a] Terraforming and Station Construction (v6.0.0)
Post by: GrandLabyrinth on April 18, 2021, 04:50:49 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v6.0.0)
Post by: boggled on April 19, 2021, 05:33:13 AM
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.

The Planetary Shield will still increase ground defenses on a colony with Domed Cities, but the Domed Cities penalty is so severe it won't make a huge difference.

From a lore standpoint, having the Planetary Shield remove the ground defense penalty from Domed Cities would appear to make sense, as the quest to unlock it seems to imply that it's an almost impenetrable barrier. From a gameplay standpoint, I think the ground defense penalty on Domed Cities is very important for balance reasons, and removing it with the shield would create an "optimal" planet configuration, rather than the current situation where the ground defense penalty is a serious tradeoff that will make the player think twice about spamming it on every colony they have.
Title: Re: [0.95a] Terraforming and Station Construction (v6.0.0)
Post by: Revanite on April 19, 2021, 02:12:27 PM
Suggestion: since it's already 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?

edit: this could also probably apply for the autonomus mantle bore and mining stations that orbit planets that dont have the ''habitable'' trait.
as in the sense that the bore is still deployed planet side but you dont have to permantly settle the planet.

furthermore this could also probably apply to the catalytic and synchrotron core since stations are already exposed to space

one possible way to achieve that might be giving each space stations a type exclusive market condition,
for example: ''Mining station'' allows use of mantle bore  (and possibly katalytic and sychrotron core).

but as a balance against that you could give the space station market condition a -1 industry slot since its already said that they don't have much space to begin with.
this acts as an counter to the fact that one can remotly harvesting a planet for rescources without having to deal with all its market conditions.

i am aware that domes exist but this should be an alternative to just laying down domes everywhere and having like effectivly 0 ground defense.

on a final note sry for this mess of a suggestion if my thoughts might appear to wander from idea to idea and english is not my first language.
Title: Re: [0.95a] Terraforming and Station Construction (v6.0.0)
Post by: boggled on April 19, 2021, 02:18:48 PM
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?

It is already compatible! Did it not work properly for you?
Title: Re: [0.95a] Terraforming and Station Construction (v6.0.0)
Post by: Revanite on April 19, 2021, 02:53:01 PM
sry maybe i didn't notice i just get excited when i get new ideas

ps edited the original suggestion and maybe you will find more ideas
pps u probably also want to mention this in your mod description
ppps ido play with your mod but havent reached the stage to colonise anything yet also since you didn't meantion in the mod description i assumed it wasnt a feature

anyway thx for listening to me

Title: Re: [0.95a] Terraforming and Station Construction (v6.0.0)
Post by: Luck0318 on April 20, 2021, 08:17:46 PM
This mod seems very cool!!
Can i use it along with DIY planets?
Title: Re: [0.95a] Terraforming and Station Construction (v6.0.0)
Post by: boggled on April 21, 2021, 04:47:42 AM
This mod seems very cool!!
Can i use it along with DIY planets?

Yes, but you'll have to disable terraforming in this mod to avoid bugs.
Title: Re: [0.95a] Terraforming and Station Construction (v6.0.0)
Post by: Fenrir on April 21, 2021, 06:06:03 AM
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...
Title: Re: [0.95a] Terraforming and Station Construction (v6.0.0)
Post by: Nori on April 21, 2021, 08:56:08 PM
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?
Title: Re: [0.95a] Terraforming and Station Construction (v6.0.0)
Post by: Szasz on April 22, 2021, 03:19:45 AM
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)
Check the settings file, I might have altered stuff to achieve my concept of immersion like station accessibility bonus.
Title: Re: [0.95a] Terraforming and Station Construction (v6.0.0)
Post by: boggled on April 22, 2021, 04:53:10 AM
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?

The genelab will remove pollution from a nanoforge, but only when the nanoforge is no longer installed. The pollution will be removed permanently, even if you demolish the genelab.
Title: Re: [0.95a] Terraforming and Station Construction (v6.0.0)
Post by: knowfear on April 23, 2021, 05:41:55 AM
Will we get spice farming back ? XD literaly stopped me going bankrupt on my first colony
Title: Re: [0.95a] Terraforming and Station Construction (v6.0.0)
Post by: boggled on April 23, 2021, 05:56:00 AM
Will we get spice farming back ? XD literaly stopped me going bankrupt on my first colony

Nope. Mesozoic Park has replaced Spice Farming as they're basically the same functionally.
Title: Re: [0.95a] Terraforming and Station Construction (v6.0.0)
Post by: Seleukus on April 23, 2021, 12:25:40 PM
Well.. I used to min max my colonies by building both a spice farm and dinosaur park, before turning it into terran or tundra, which required massive amount of time & money. The special thing  about those "industries" is that their output is independent of sector economy, no diminishing returns.

In any case, i'm still looking forward to the future of this mod. In previous version, it was a must have. Good luck and godspeed.
Title: Re: [0.95a] Terraforming and Station Construction (v6.0.0)
Post by: Yendorc on April 24, 2021, 07:33:18 AM
Just as a heads up that the LAMP does not play nicely with your solar mirrors
(https://i.imgur.com/7aTUyXy.png)
(https://i.imgur.com/SgB8kDu.png)
Title: Re: [0.95a] Terraforming and Station Construction (v6.0.0)
Post by: Jakub Inglot on April 24, 2021, 10:17:00 AM
Can you please provide link to legacy 9.1 version? Much appreciated:)
Title: Re: [0.95a] Terraforming and Station Construction (v6.0.0)
Post by: tiago_gomestrf on April 24, 2021, 11:58:32 AM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v6.0.0)
Post by: boggled on April 24, 2021, 12:17:30 PM
Just as a heads up that the LAMP does not play nicely with your solar mirrors
Spoiler
(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?

Can you please provide link to legacy 9.1 version? Much appreciated:)

https://github.com/boggled-starsector/boggled_modpack/tree/master/Old/Terraforming%20and%20Station%20Construction

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.

Possibly, but from a gameplay/balance standpoint, the stellar reflectors or the fusion lamp are meant to suppress extreme temperatures, and I don't want the dome to replace them.

From a lore standpoint, the dome has a massive surface area and it might not be practical to heat or cool the entire volume if there are extreme temperatures outside.
Title: Re: [0.95a] Terraforming and Station Construction (v6.0.0)
Post by: tiago_gomestrf on April 24, 2021, 02:10:35 PM
Although i understand why you dont want to to make the lamp item useless, i still think the domes should counter extreme temperatures, this could be another option to the player to counter temperature, using lamp you have to supply volatiles and if you choose the domes you have to sacrifice ground defence so i think its balanced.
Title: Re: [0.95a] Terraforming and Station Construction (v6.0.0)
Post by: tiago_gomestrf on April 24, 2021, 02:20:57 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v6.0.0)
Post by: Thorgon on April 24, 2021, 02:58:23 PM
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?
Title: Re: [0.95a] Terraforming and Station Construction (v6.0.0)
Post by: boggled on April 25, 2021, 05:31:58 AM
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.

I'm almost done with the type transformation system. I'm hoping to release it today or early this week, but I have a full time job and a life so I can't dedicate as much time as I would like to making this mod. I think it's better to release something with minimal bugs and relatively high quality, even if it takes a few weeks to get it done.

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?

Yes, that's how it's coded right now. I was under the impression that 5 or so belts was the maximum for most systems, so I didn't bother adding higher resource amounts than abundant. I'll correct that for the next update.
Title: Re: [0.95a] Terraforming and Station Construction (v6.0.0)
Post by: tiago_gomestrf on April 25, 2021, 07:02:37 AM
Thank you boggled, makes me happy knowing that you will soon release type transformation system.
I understand that you have a life and full job time, i wasn´t trying to rush you i just wanted to "calm my heart".
Good luck with the coding and thank you again for supporting the mod till this day  ;D .
Title: Re: [0.95a] Terraforming and Station Construction (v6.0.0)
Post by: Farya on April 25, 2021, 07:43:26 AM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v6.0.0)
Post by: boggled on April 25, 2021, 08:17:15 AM
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.

The reflector arrays found through exploration are modified (with default settings) to have the Stellar Reflector building present upon colonization of the planet. If you have that setting enabled and encounter a situation where you colonize a planet and the building isn't automatically added to the colony, please let me know as that's a bug.

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.

Some issues with this:

1. I can't overwrite the Population building to add Domed Cities as an upgrade because it's part of vanilla. If I overwrite it, other mods that do the same will be incompatible. Further, 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.

2. If Domed Cities is disrupted (by a raid, for example), the ground defense malus remains. From a lore standpoint, this represents that the dome is "breached", not that everyone magically resettled for the duration of the disruption.

3. I don't think requiring a blueprint for Domed Cities makes sense from a lore standpoint since the concept behind it is relatively simple. As for why vanilla colonies don't have them, the ground defense malus makes it detrimental for planets where there is a reasonable expectation of invasion, and given the history of near-constant warfare in the sector, this is a good reason why they don't exist. Again, this mod is intended to be used alongside Nexerelin, so building Domed Cities on all your planets can backfire if you get into a war and another faction sends invasion fleets.
Title: Re: [0.95a] Terraforming and Station Construction (v6.0.0)
Post by: Yendorc on April 25, 2021, 11:56:53 AM
Just as a heads up that the LAMP does not play nicely with your solar mirrors
Spoiler
(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.
Title: Re: [0.95a] Terraforming and Station Construction (v6.0.0)
Post by: Uhlang on April 25, 2021, 12:19:45 PM
Quote
   A minituarized, variable-output fusion reactor capable of providing ample light and heat to a planet.

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.
--Orbital Fusion Lamp description.

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.
Title: Re: [0.95a] Terraforming and Station Construction (v6.0.0)
Post by: boggled on April 25, 2021, 12:28:01 PM
Just as a heads up that the LAMP does not play nicely with your solar mirrors
Spoiler
(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.

Ah, I see what you mean now, but making it behave the way you suggest would likely be equally as confusing as the current behavior. See the post from Uhlang below.

Removing the "volatiles shortage hazard" would make the player confused when they see there's a volatiles shortage, but no noticeable effect on the market. Why would they even try to meet the volatiles demand when it has no effect? This is not a gameplay situation I want to create.

Besides, the fusion lamp and stellar reflectors are redundant assuming the conditions on the planet are possible in vanilla, so even though the interaction is weird it shouldn't come up much.

Quote
   A minituarized, variable-output fusion reactor capable of providing ample light and heat to a planet.

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.
--Orbital Fusion Lamp description.

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.

Exactly.
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.0)
Post by: okj on April 25, 2021, 11:35:54 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.0)
Post by: AcaMetis on April 26, 2021, 02:43:56 AM
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:

Quote
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.

Actually, does it normally downgrade very hot/cold down to regular hot/cold? If not that could be an alpha core effect, maybe.
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.0)
Post by: stormturmoil on April 26, 2021, 03:25:18 AM
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)

Title: Re: [0.95a] Terraforming and Station Construction (v7.0.0)
Post by: Uhlang on April 26, 2021, 03:59:17 AM
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
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.0)
Post by: Szasz on April 26, 2021, 04:37:01 AM
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
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.
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.0)
Post by: Uhlang on April 26, 2021, 05:46:47 AM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.0)
Post by: Szasz on April 26, 2021, 06:03:29 AM
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.
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.0)
Post by: tiago_gomestrf on April 26, 2021, 06:05:44 AM
Thank you boggled for the quick update
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.0)
Post by: tiago_gomestrf on April 26, 2021, 07:06:53 AM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.0)
Post by: tiago_gomestrf on April 26, 2021, 07:49:20 AM
For those who share the same opinion it seems the old version 0.9.1a works on 0.95, i tested it and had no problems, to enable the mod you need to go to terraforming files and open the mod info and change mod version 0.9.1a to 0.95.RC15.I advise to go to mod configs files and disable the astral gate content and skyhook anchor as they become unnecessary in the newest version of the game.
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.0)
Post by: boggled on April 26, 2021, 08:35:05 AM
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:

Quote
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.

Actually, does it normally downgrade very hot/cold down to regular hot/cold? If not that could be an alpha core effect, maybe.

I don't want the mirrors to suppress extreme heat/cold. This is because (1) in vanilla the solar array condition only suppresses cold and poor light, (2) the fusion lamp suppresses extreme cold so I want that to remain a unique feature for that item, (3) reducing extreme hot/cold to regular hot/cold is not compatible with the suppression mechanic.

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.

Are you using 7.0.0? I think I fixed this in that update!

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 understand that some players enjoyed the two quests, and I know I spent a lot of time trying to write interesting dialogue, but I don't think the quality of my quests compares favorably to the vanilla ones in 0.95a. Maybe they will make a return in the future, but updating them for 0.95a would take a very large amount of development time, and I don't think that's justified given the quality problems, lore compatibility problems, and the lack of necessity in 0.95a.

As for the Astral gates, they're basically in the same boat as the quests. The implementation is vastly inferior to the 0.95a vanilla gates, and updating it for 0.95a would take a large amount of development time. I know some players enjoyed them, but keeping them in the mod just isn't worth the effort required.

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

With default settings, you just put the E.U.T.E.C.K. in the Genelab (on a habitable planet) and it will create a Paradise world. The tooltip on the Genelab will explain that you need to suppress extreme temperatures and poor light in order to terraform, and you'll need water for desert planets.

With non-default settings, it's the same thing, except you can use the options in the colony interaction menu to select a project - then you can make (almost) any planet type you want. The water/temperature/light requirements are also removed.

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
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.
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.

Fortunately you can use the settings file (and industries.csv) to adjust the balance to your liking. You can increase the hazard rating on stations, or increase the upkeep costs on Domed Cities.

Uhlang makes a good point about the decivilized subpopulation. I think the description for decivilized planets indicates that there's small arms fire on the surface, so while the government has collapsed, they're still using technology.

Think of CHAMELEON as real-life government surveillance on steroids (it's even named after ECHELON!). Imagine if the US government had Alpha Cores looking at all the spy satellite footage and NSA internet logs, and had quantum computers to break encryption (ex. on Tor/VPNs). Terrorists and criminals would basically be completely unable to operate. It wouldn't even take a significant military or police presence to stop them - just a few well-placed guided missiles and some special forces troops.

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.

I would consider ruins a resource since they're used to produce artifacts by the Domain Archaeology industry.

As far as the balance goes, unrestricted terraforming is intended to allow the player to do whatever they want. If you think maxed out resources is overpowered (hint: it is!), then just don't use that project! I understand that some players will prefer the previous implementation, but each person seems to want something different with terraforming and it's not possible to please everyone.
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.0)
Post by: tiago_gomestrf on April 26, 2021, 08:52:01 AM
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 :) .
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.0)
Post by: Ramdat on April 26, 2021, 09:22:42 AM
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.

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.

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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.0)
Post by: boggled on April 26, 2021, 10:21:40 AM
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

Ok, I will change the AI Battlestation to be visible even without the skill, just not buildable.

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.

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.

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.

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.

This is a valid criticism. 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. 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.

There is an option already to stop consumption of the EUTECK if the player doesn't want to have to find more than one.

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.

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.

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 :) .

This is something I will consider, but the problem is the buildings that provided terraforming points have been given new functions. What about the old system did you like that's not present in the new one - the points system, the specific options for terraforming, the lack of needing a Genelab or EUTECK?
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.0)
Post by: Ramdat on April 26, 2021, 10:56:56 AM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.0)
Post by: Tase on April 26, 2021, 11:28:33 AM
Is this mod compatible with an existing save game? Didn't see any mention of this in the posting
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.0)
Post by: boggled on April 26, 2021, 11:58:45 AM
Is this mod compatible with an existing save game? Didn't see any mention of this in the posting

Yes, you can add the mod to an existing save game without any problems. However, TASC 7.0.0 is not backwards compatible with previous versions of TASC if they're already in the save.

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.

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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.0)
Post by: Rody_ on April 26, 2021, 12:50:59 PM
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  ;)
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.0)
Post by: boggled on April 26, 2021, 12:55:00 PM
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, I don't think it will be coming back. I'm glad you enjoyed playing with it, but the effort of updating it for 0.95a and the lore incompatibility means it likely will not be returning. Sorry!
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.0)
Post by: Ramdat on April 26, 2021, 01:04:10 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.0)
Post by: boggled on April 26, 2021, 01:41:13 PM
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.

Stations can build Asteroid Processing, which provides water for desert terraforming in the system. 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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.0)
Post by: Ramdat on April 26, 2021, 02:09:56 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.0)
Post by: tiago_gomestrf on April 26, 2021, 02:51:55 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.0)
Post by: Retry on April 26, 2021, 03:12:29 PM
Quote
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).

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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.0)
Post by: boggled on April 26, 2021, 04:05:18 PM
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.

I will keep these requests in mind when I make changes to the current system. Thanks for your input!

Quote
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).

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.

That's good to know. The marine complement can't change once the fleet is launched, right? So if I change it from a constant ground defense malus to only applying if the orbital station is destroyed, this should ensure that invasions will always succeed, even if the invading fleet takes moderate damage from the defenses, since it will have launched with enough marines to invade a planet with 20x more ground defense?
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.0)
Post by: Farya on April 27, 2021, 10:20:24 AM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.0)
Post by: boggled on April 27, 2021, 11:10:34 AM
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'll look into this. Thanks for letting me know!
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.0)
Post by: Jet Black on April 27, 2021, 02:09:31 PM
I have to ask, does this work with industrial evolution, beyond the sector and grand colonies?

Also, will this bork my current save file?
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.0)
Post by: boggled on April 27, 2021, 03:23:41 PM
I have to ask, does this work with industrial evolution, beyond the sector and grand colonies?

Also, will this bork my current save file?

It will work fine with a current save file.

Industrial Evolution is compatible, the other two are untested by me but assumed compatible.
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.0)
Post by: ShangTai on April 28, 2021, 12:14:03 AM
I play with IndEvo and Grand Colonies and it works fine, but i only use station feature from this mod.
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.0)
Post by: Mikis on April 28, 2021, 02:08:48 AM
Hi, does this mod work with DYI planets?
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.0)
Post by: boggled on April 28, 2021, 05:23:03 AM
Hi, does this mod work with DYI planets?

Yes, but you have to disable the terraforming features in this mod.
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.0)
Post by: tsoods on April 28, 2021, 10:00:02 AM
Like, how does one find the "E.U.T.E.C.K." item?

[attachment deleted by admin]
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.0)
Post by: boggled on April 28, 2021, 10:13:48 AM
Like, how does one find the "E.U.T.E.C.K." item?

It drops from the same events as other special items like the fusion lamp. You can modify the drop rates in the CSV file if you want to find more or less of them.
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.0)
Post by: AcaMetis on April 28, 2021, 10:40:59 AM
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?
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.0)
Post by: boggled on April 28, 2021, 11:57:00 AM
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?

Nova Maxios is inhabited by refugees from the Maxios collapse, so cramming a huge number of people onto a station would have been a priority for them, despite the difficult conditions.

How would I even go about fixing this? Reducing the size of vanilla colonies if cramped quarters is enabled?
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.0)
Post by: AcaMetis on April 28, 2021, 12:23:17 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.0)
Post by: Alphonselle on April 28, 2021, 12:44:50 PM
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)
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.0)
Post by: boggled on April 28, 2021, 02:43:12 PM
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.

The current description for Cramped Quarters is:

"Space stations can only comfortably accommodate a population of modest size. As the population grows, living conditions deteriorate due to lack of space, which deters further population growth."

That doesn't imply a hard limit based on life support - it's more analogous to the housing shortage problems in places with high population density (ex. Hong Kong). Since the lore says that population growth is primarily driven by immigration, housing shortages (and the attendant high prices) will effectively stop immigration, except with something like the Maxios collapse where people had no choice but to move to an overcrowded station.

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)

I think the lore is that only the player can use the gates, which means colony bonuses wouldn't make sense.
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.0)
Post by: 123nick on April 28, 2021, 03:37:53 PM
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?
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.0)
Post by: boggled on April 28, 2021, 03:40:00 PM
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?

I haven't played the quest yet myself so I'll have to revisit this later once I have.

Either way, this appears to be outside the scope of this mod as the gate activation is a vanilla feature.
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.0)
Post by: ZeroPhoenix on April 29, 2021, 12:29:33 AM
I can't really say I'm a fan of the new terraforming system, the only vanilla item that actually does anything to reduce the hazard level is the Orbital Fusion Lamp, and considering that there are orbital reflectors and shades throughout the sector, I can't really see why the old system had to go completely.

Presumably, the point of the lamp would have been for it to be used on worlds in complete darkness and with temperatures near absolute 0 where reflectors wouldn't work (eg. no Host star or incredibly far from host star) and it's probably just a little bit of a logical oversight by Alex because using it on a world when you could use reflectors instead seems like massive overkill.

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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.0)
Post by: Farya on April 29, 2021, 12:38:53 AM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.0)
Post by: ZeroPhoenix on April 29, 2021, 12:51:28 AM
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.

Part of the reason I don't use DIY (and I have heard from this others too) is because the large number of items that it adds, which could dilute the loot pool, also you get a lot fewer options than the previous system (Eg. not every single person wants every world to be a Terran one) I myself would usually self-limiting and take into account how close it was to the local star was, the type of planet already was etc, and then only terraform the world so far and the new system doesn't really allow for that at all.
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.0)
Post by: tiago_gomestrf on April 29, 2021, 03:19:47 AM
Guys i think boggled will rework the terraform system but for now if you prefer the old terraforming, like me, you can download the old terraforming (for 0.91) and you just need to change game version of the mod, i advise turning off the astral gates and the space elavator thing because in the 0.95 they become "uselless". I playing a new game with the old version of this mod and until now no problems.
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.0)
Post by: Uhlang on April 29, 2021, 06:29:31 AM
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 realistic
No 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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.0)
Post by: boggled on April 29, 2021, 08:38:49 AM
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 realistic
No 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.

Agreed. I try to keep an open mind towards constructive criticism, but claiming DIY planets is more realistic and lore-friendly than this mod is difficult to comprehend.

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.

Have you seen the settings file option to allow more terraforming projects and/or modify the time required? I wouldn't describe it as "less than useful" when you can create (almost) any planet type you want, similar to the old system.
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.0)
Post by: chrizeren on April 29, 2021, 02:33:53 PM
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?
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.0)
Post by: boggled on April 29, 2021, 05:47:11 PM
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?
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.0)
Post by: chrizeren on April 29, 2021, 09:49:26 PM
No, i havent touched the settings.

I did select the terraforming option at one point, but i didnt change the ongoing project.

But then again, maybe i mislicked or something. Its no biggie. The planet got terraformed eventually.
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.0)
Post by: Farya on April 29, 2021, 11:39:30 PM
DIY is more realistic in terms of gradual terraforming. Cooled down volcanic world turns barren, barren with added atmosphere becomes desert e.t.c.
And boogled mod had gravity manipulation as cheat option in config file. Maybe DIY could have stuff disabled too, I'm not sure.
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.0)
Post by: Uhlang on April 30, 2021, 03:26:56 AM
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.
Volcanic planets are hot because they're young and their cores have yet to cool down enough for the surface to be anything but a giant geological hotspot, yet in DIY, this heat is somehow removed with Stellar Shades blocking light from stars. Realistically, the space monkeys living in Starsector's dystopia wouldn't be able to do anything about volcanic worlds within reasonable timeframes.
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.0)
Post by: CrimsonPhalanx on May 01, 2021, 11:02:26 AM
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
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.0)
Post by: boggled on May 01, 2021, 11:48:58 AM
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!
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.0)
Post by: BlazeM on May 01, 2021, 01:22:49 PM
I have recently started using Terraforming and Station Construction. And I have a question.

Can you terraform volcanic worlds and if so how?
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.0)
Post by: boggled on May 01, 2021, 03:47:16 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.0)
Post by: Goldendragonfinn on May 02, 2021, 02:18:13 AM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.0)
Post by: boggled on May 02, 2021, 06:13:22 AM
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!
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.1)
Post by: Alphonselle on May 02, 2021, 04:37:30 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.0)
Post by: Goldendragonfinn on May 02, 2021, 08:37:38 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.1)
Post by: Jazuke Taizago on May 03, 2021, 01:49:40 AM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.1)
Post by: boggled on May 03, 2021, 07:55:41 AM
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.

So it was working fine on 7.0.0 but when you installed 7.0.1 the lag spikes started occurring? Unless other users of this mod experience the same problem, I would suspect a different mod or some other computer issue is the cause.

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.

Just to clarify, which problem is occurring? The terraforming progress gets reset, or the menu bug? I was able to replicate the terraforming progress issues and fixed them in 7.0.1, but I wasn't able to replicate the menu bug.

Can you post a screenshot of the menu bug? Are you using any other mods which change/interact with the colony interaction menu? If you create a new game with only my mod installed, are you able to replicate it?

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.

Are you on patch 7.0.1? This is caused by a bug and I think I fixed it!
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.1)
Post by: Ramdat on May 03, 2021, 09:10:16 AM
Quote
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?

Code
addindustry boggled_genelab
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.1)
Post by: boggled on May 03, 2021, 09:13:04 AM
Quote
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?

Code
addindustry boggled_genelab

I suppose that would work too. I always use addcredits and fastbuild, but there's several ways to do it.
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.1)
Post by: CrimsonPhalanx on May 03, 2021, 10:29:22 AM
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 one
Spoiler
111709 [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
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.1)
Post by: boggled on May 03, 2021, 10:41:05 AM
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 one
Spoiler
111709 [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

Hmm, it looks like the old genelab is still in the monthly reports in this save. I would suggest deconstructing them, waiting until after the end of the month, and then swapping the mod version.

If you don't want to bother with that, you can use the settings file to make the days required for terraforming only 1 day, in which case it will complete right away. Sorry about the inconvenience!
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.1)
Post by: Alphonselle on May 03, 2021, 04:20:49 PM

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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.1)
Post by: boggled on May 03, 2021, 06:22:59 PM

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.

The main changes in 7.0.0 relate to the Genelab and Crustacean Job quest, so if you haven't interacted with that content at all in 6.0.0 the upgrade could work. It would be too complicated and time consuming to figure out exactly what works and what doesn't, so I just said it's backwards incompatible, since it will be for most players.
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.0)
Post by: NephilimNexus on May 03, 2021, 10:27:41 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.1)
Post by: MagPoke on May 04, 2021, 05:27:31 AM
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).
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.1)
Post by: boggled on May 04, 2021, 05:33:04 AM
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.

These are all very interesting ideas, but they aren't feasible because I won't be able to code them to work properly. I think I would have to overwrite the Market classes from vanilla to make it work, and I'm pretty sure Nexerelin does the same thing, so I can't do that without causing an incompatibility. I'm definitely not an expert at programming so maybe I'm missing something, but as far as I can tell, this can't be done in a way that won't cause bugs using the vanilla APIs.

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).

Can you post a screenshot? Did you enable the additional projects using the settings file? Does it happen at only certain planets, or all planets? Are any of the planets core sector ones, rather than procedurally generated ones?
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.1)
Post by: MagPoke on May 04, 2021, 05:40:04 AM
Never mind I'm stupid. I forgot to change the mod settings after I updated the mod. Thanks for your patience and work!
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.1)
Post by: FreonRu on May 05, 2021, 02:43:09 AM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.1)
Post by: DAVACE on May 05, 2021, 04:16:44 AM
After the resources of the gaseous planet are changed, the resources of the siphon station will not change. Is this a bug?
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.1)
Post by: NephilimNexus on May 05, 2021, 11:07:40 AM
Someone mentioned earlier that if you just update the fileversion info on the old system (0.91) it will still run just fine with the new game update (0.95).  I've tested this and it is true!

So for everyone who wants the old system back, or is still running game version 0.91, here you go:

https://www.mediafire.com/file/io86avsngevriva/Terraforming_and_Station_Construction.zip/file (https://www.mediafire.com/file/io86avsngevriva/Terraforming_and_Station_Construction.zip/file)

This is the old 0.91 version with the version info faked changed to so that 0.95 will run it anyway.  As I said, no problems in testing so far.  No more G.E.C.K. hunting - asteroid breaking is back, baby! 

Might also be useful for anyone still playing the 0.91 version of the game, since Boggled is no longer linking to that version anymore.  You'll probably have to move the version info back, of course, if you want to play it on there.  It's one line of a text file, though - I think you all can figure it out without an instruction manual.

For everyone who likes the new system please just ignore this post.  It's not really here.  No need to comment on it.  It was all just your imagination.
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.1)
Post by: boggled on May 05, 2021, 12:48:02 PM
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.

Use the settings file to disable the parts of the mod you don't like.

After the resources of the gaseous planet are changed, the resources of the siphon station will not change. Is this a bug?

I didn't consider this situation when coding the siphon station. I will make the siphon station update based on the planet resources for the next patch. Thanks for letting me know about this!
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.1)
Post by: Borki on May 06, 2021, 06:30:28 AM
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?
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.1)
Post by: boggled on May 06, 2021, 07:19:03 AM
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?
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.1)
Post by: Borki on May 06, 2021, 08:04:57 AM
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?


My bad. I've found little batards at another planet. I expected cores to be stored at planed where they've been manufactured.
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.1)
Post by: Anrock on May 08, 2021, 06:41:27 AM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.1)
Post by: boggled on May 08, 2021, 07:17:32 AM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.1)
Post by: Anrock on May 08, 2021, 07:19:51 AM
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 :(
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.1)
Post by: boggled on May 08, 2021, 07:41:24 AM
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 :(

Straight from the terraforming section of the mod guide:

Install a E.U.T.E.C.K. to permanently terraform the planet. By default, installing a E.U.T.E.C.K. will automatically begin the process of transforming the planet into a Paradise world, which is essentially a Terran planet with bountiful farmland and a mild climate. Please note that by default, only planets with the "habitable" condition can be terraformed into a Paradise world. Using the settings file, the "old-style" terraforming system can be enabled to create a variety of different planet types and improve conditions on the planet.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.0)
Post by: Killian on May 10, 2021, 04:21:07 AM
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!

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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.0)
Post by: boggled on May 10, 2021, 08:10:20 AM
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!

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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.0)
Post by: Uhlang on May 10, 2021, 08:51:26 AM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.0)
Post by: boggled on May 10, 2021, 09:32:26 AM
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.

If I do that then I would have to make the sling buildable on all planet types because launch loops could be constructed almost anywhere. I don't want to have the primary purpose of the sling be increasing accessibility - it should be for terraforming, and perhaps have a niche side bonus.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.0)
Post by: Killian on May 10, 2021, 10:00:36 AM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.0)
Post by: Anrock on May 10, 2021, 12:04:21 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.0)
Post by: boggled on May 10, 2021, 12:29:49 PM
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.

If the sling is built on a water planet, launching ore-rich payloads doesn't make sense. Plus, if the ore is already mined, why would it need to be loaded into the sling and launched someplace else?

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.

That adds quite a bit of complexity, and doesn't address the problem that I would have to make the sling buildable on all planet types, instead of just water and cryovolcanic planets. A general-purpose launch loop that does the things listed above likely doesn't belong in a terraforming mod - it would be more appropriate in a mod like Industrial Evolution.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.0)
Post by: Uhlang on May 10, 2021, 03:22:15 PM
You could add something like this to the description:
Quote
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.0)
Post by: tzuridis on May 10, 2021, 03:54:56 PM
I am getting a ctd that says

JSONObject["boggledHarmonicDamperEnabled"] not found

Any idea?

Title: Re: [0.95a] Terraforming and Station Construction (v7.1.0)
Post by: boggled on May 10, 2021, 06:03:48 PM
I am getting a ctd that says

JSONObject["boggledHarmonicDamperEnabled"] not found

Any idea?



Try deleting the TASC mod folder and re-downloading it. Don't save your settings file since that's likely causing the issue. Let me know if this resolves the problem.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.0)
Post by: ozemandea on May 10, 2021, 08:48:01 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.0)
Post by: boggled on May 11, 2021, 04:08:09 AM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.0)
Post by: Killian on May 11, 2021, 09:02:11 AM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.0)
Post by: boggled on May 11, 2021, 09:48:20 AM
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.

Unfortunately I can't make a special item installable in a vanilla building (like the orbital station or ground defenses) because it would cause a conflict with any other mod that makes changes to vanilla buildings.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.0)
Post by: Killian on May 11, 2021, 10:08:46 AM
...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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.0)
Post by: boggled on May 11, 2021, 10:29:48 AM
...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.

It's an option, but a general-purpose industrial building would be better suited to a mod like Industrial Evolution.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.0)
Post by: tzuridis on May 11, 2021, 03:34:35 PM
That was the issue the settings file

For the missing json error

Thanks
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.0)
Post by: danielcus on May 14, 2021, 06:43:37 PM
Hello,

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

Title: Re: [0.95a] Terraforming and Station Construction (v7.1.0)
Post by: CrashToDesktop on May 14, 2021, 06:48:13 PM
Hello,

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
Cycle between your toolbars, then right click to add / replace / remove abilities.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.0)
Post by: Vendral on May 14, 2021, 10:45:38 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.0)
Post by: boggled on May 15, 2021, 05:24:21 AM
Hello,

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
Cycle between your toolbars, then right click to add / replace / remove abilities.

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).

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?
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.0)
Post by: Vendral on May 15, 2021, 10:24:04 AM
Quote from: boggled

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?

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).
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.0)
Post by: 123nick on May 15, 2021, 11:25:15 AM
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?
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.0)
Post by: boggled on May 15, 2021, 11:46:24 AM
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?

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?

Quote from: boggled

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?

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).

I was able to reproduce this problem and I'm looking into fixing it. Thanks for letting me know!
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.0)
Post by: Killsode on May 16, 2021, 01:55:53 AM
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?
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.1)
Post by: boggled on May 16, 2021, 08:37:23 AM
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?


Derelict stations are for looting. Colonizing abandoned stations is meant for ones the player built themselves or the "named" ones in the core.

Reflectors are already a little bit complicated, and I don't want to increase that by adding the ability to make temperatures worse. Also, I'm not sure from a UI standpoint how the player would swap between modes - all the options seem awkward and counterintuitive.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.1)
Post by: MrSamsa on May 16, 2021, 12:01:53 PM
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.





Title: Re: [0.95a] Terraforming and Station Construction (v7.1.1)
Post by: boggled on May 16, 2021, 02:00:50 PM
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.







I'm glad you like the mod!
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.0)
Post by: danielcus on May 16, 2021, 07:14:49 PM
Hello,

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
Cycle between your toolbars, then right click to add / replace / remove abilities.

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!
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.1)
Post by: minusthedrifter on May 18, 2021, 03:00:05 AM
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?
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.1)
Post by: boggled on May 18, 2021, 04:15:05 AM
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?

The genelab does not remove inimical biosphere.

The default terraforming time is 400 days, but you can edit that using the settings file.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.1)
Post by: Fenrir on May 18, 2021, 05:04:33 AM
Maybe we can have an Ismara's Sling increase ground defense power by a massive amount if assigned with an alpha core (or being improved).
I just suddenly realized that an Ismara's Sling is a (number of) giant mass accelerator(s), which means it can potentially target incoming enemy fleet/landing shuttles with the help of an alpha core's supreme computing power. Improving an Ismara's Sling may achieve similar effects by having better targeting ability, such as being more rotatable or having better computing power. The gain can be massive, since it's MASSIVE mass accelerator

by the way can we terraform cryovolcanic or artificial worlds via old-fashioned terraforming? I'll be very glad to see these options available.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.1)
Post by: boggled on May 18, 2021, 05:23:09 AM
by the way can we terraform cryovolcanic or artificial worlds via old-fashioned terraforming? I'll be very glad to see these options available.

Yes, just enable the unrestricted terraforming option in the settings file.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.1)
Post by: ShpunkY on May 18, 2021, 10:23:49 AM
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
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.1)
Post by: 123nick on May 18, 2021, 10:35:58 AM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.1)
Post by: Farya on May 18, 2021, 01:32:41 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.1)
Post by: Bub on May 18, 2021, 03:42:52 PM
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
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.1)
Post by: boggled on May 18, 2021, 03:48:58 PM
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.

I think there's another mod which already lets the player tow cryosleepers around. I don't want to just outright copy that, and "colonizing" a cryosleeper isn't feasible to implement because I would need a new sprite for it.

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.

Suppressing extreme weather is reasonable, but extreme heat and cold are generally caused by something that stellar reflectors can't address, like volcanism or lack of a star.

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

The "sun gun" idea has been posted before and I like it a lot. I don't think an accessibility bonus is a good idea since it's very powerful and I don't want the optimal setup to be having them on every single colony regardless of the temperatures.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.1)
Post by: wolfredok on May 18, 2021, 10:01:00 PM
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?

[attachment deleted by admin]
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.1)
Post by: Fenrir on May 19, 2021, 12:01:00 AM
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?
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.1)
Post by: wolfredok on May 19, 2021, 01:54:37 AM
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 .

Is it this that I have to change to true?
"boggledEnableAllTerraformingProjects":false
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.1)
Post by: Fenrir on May 19, 2021, 03:30:12 AM
Is it this that I have to change to true?
"boggledEnableAllTerraformingProjects":false
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.1)
Post by: Helixien on May 19, 2021, 03:39:05 AM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.1)
Post by: boggled on May 19, 2021, 04:18:36 AM
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 .

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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.1)
Post by: wolfredok on May 19, 2021, 11:57:05 AM
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 .

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.

Aye, thank you boggled. It works now. I should have just tried setting everything to true till it worked  ;D ;D
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.1)
Post by: Flacman3000 on May 19, 2021, 04:52:26 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.1)
Post by: boggled on May 20, 2021, 04:30:44 AM
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.

I would have to add support for your planet types in my mod for them to work correctly. Just send me a list of the planet type IDs and what sort of planet they should be recognized as (ex. flacman_exotic is a jungle world) and I'll issue a patch to support them!
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.1)
Post by: VivaLozTioz on May 20, 2021, 06:53:45 AM
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
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.1)
Post by: boggled on May 20, 2021, 07:35:53 AM
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

The special conquest and the associated quest have been removed in 0.95a due to being unnecessary in light of new vanilla content. If you really want to try it out anyway I think the old version of this mod is still useable on the current SS version, although I haven't tested it myself.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.1)
Post by: VivaLozTioz on May 20, 2021, 10:00:14 AM
Aww, i liked that one though. Maybe ill try it on my 0.91 copy, thanks for the reply anyways!
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.1)
Post by: th3boodlebot on May 20, 2021, 05:42:45 PM
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
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.1)
Post by: boggled on May 21, 2021, 04:17:37 AM
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

The vanilla condition-specific items already do some of what you're suggesting here, such as the soil nanites increasing food production on habitable planets. I'm not sure I want to duplicate those effects.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.1)
Post by: KDR_11k on May 21, 2021, 07:50:05 AM
What's an EUTECK? Is that a rare drop?
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.1)
Post by: boggled on May 21, 2021, 08:35:35 AM
What's an EUTECK? Is that a rare drop?

Yes, it drops as part of the rare tech drop group.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.2)
Post by: 123nick on May 23, 2021, 11:42:27 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.2)
Post by: boggled on May 24, 2021, 04:30:45 AM
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.

I'm not going to do this because:
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.2)
Post by: leatra on May 25, 2021, 10:47:24 AM
Fellas, how much OP does colonizing become with this mod? I'm considering trying it out but I feel like even vanilla colonizing is too OP. It just prints a lot of money for you without a lot of effort (not that money is hard to get in the first place). The idea of terraforming and stations sounds even more OP.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.2)
Post by: SenSayed on May 25, 2021, 11:33:26 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.2)
Post by: Helbrecht on May 26, 2021, 02:41:39 AM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.2)
Post by: boggled on May 26, 2021, 05:05:03 AM
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.

https://github.com/boggled-starsector/boggled_modpack

There's some older versions of the mod on my github. The versions of the mod that contain the CHAMELEON are untested on 0.91a but might work.

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.

I'll take a look at this. Thanks for letting me know!
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Kaokasalis on May 26, 2021, 06:53:19 AM
(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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on May 27, 2021, 05:22:55 AM
(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.

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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: stormturmoil on May 27, 2021, 10:33:09 AM
By the look of it, you'd only need to change a few letters to get it back into the box...

How about
'Geoforming and Station Production'

That chops it back by a few characters, still conveys the appropriate meaning, and gives you a catchy Acronym...
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: SpaceDrake on May 27, 2021, 12:51:55 PM
Even if you use an ampersand ( & ), it'll just barely fit as-is.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on May 27, 2021, 12:55:27 PM
Even if you use an ampersand ( & ), it'll just barely fit as-is.

This sounds good, although I'll have to make sure the special character doesn't cause any issues. Thanks for the suggestion!
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: IonDragonX on May 27, 2021, 04:41:43 PM
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, "&".
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Nicegye00 on May 27, 2021, 04:45:57 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: KDR_11k on May 28, 2021, 12:56:40 AM
Replacing "and" with the & sign would already make it short enough.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: AcaMetis on May 28, 2021, 03:49:45 AM
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).
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on May 28, 2021, 05:03:47 AM
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).

Yes, it is intended that mining stations can install the mantle bore.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: minusthedrifter on May 28, 2021, 06:55:08 AM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on May 28, 2021, 07:20:50 AM
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.

Per the mod guide, to start terraforming you need a genelab with a EUTECK installed.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: KDR_11k on May 28, 2021, 03:07:55 PM
BTW, don't be too alarmed by the description of the EUTECK as being single-planet, that just means it's consumed when the terraforming finishes. You can still remove it and take it to another planet if the one you try to use it on turns out too difficult to terraform.

Also it's best to terraform a colony when it's new since the Genelab's resource requirement increases with the colony size for some reason and getting 8 artifacts for a size 6 won't be easy.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: itsyoboi33 on May 31, 2021, 02:54:18 PM
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
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on May 31, 2021, 04:30:17 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: itsyoboi33 on May 31, 2021, 04:37:55 PM
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
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on May 31, 2021, 04:50:13 PM
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

This bug is fixed in 7.0.1 and later, but you'll have to be careful to remove and replace the genelabs per the note about backwards compatibility if/when you update. Sorry for the inconvenience!
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: itsyoboi33 on May 31, 2021, 07:26:33 PM
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
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on June 01, 2021, 05:10:08 AM
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.

I don't think I put the information about the monthly reports in the original post. Sorry!
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: itsyoboi33 on June 01, 2021, 07:33:12 AM
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.

I only waited a month, seems to be working now, thanks

I don't think I put the information about the monthly reports in the original post. Sorry!
[/quote]
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: alposki123 on June 02, 2021, 05:35:13 AM
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
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on June 02, 2021, 05:46:24 AM
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?
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: alposki123 on June 02, 2021, 06:43:40 AM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on June 02, 2021, 06:54:23 AM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: alposki123 on June 02, 2021, 07:14:57 AM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on June 02, 2021, 07:18:36 AM
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.

I'll add a note about this to the main post. Thank you!
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Spess Mahren on June 03, 2021, 02:18:25 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on June 03, 2021, 02:25:05 PM
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.

Sure, I can add a separate toggle for the gates.

I don't have a sprite for a "mini-gate" so that's not an option. As for unlocking when the main quest is finished, that's certainly an option. My main concern is how to notify the player they can now build gates - I don't want to overwrite the vanilla text in the story to add an explanation about that.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Wispborne on June 04, 2021, 11:38:14 AM
Crash report from Wrachilles (Butts#1936) on Discord: https://imgur.com/JlWB8gs

Code
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)

edit: they are on version 7.1.3.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on June 04, 2021, 12:01:53 PM
Crash report from Wrachilles (Butts#1936) on Discord: https://imgur.com/JlWB8gs

Code
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)

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!
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: MapleDaddy__ TTV on June 04, 2021, 06:43:39 PM
Crash report from Wrachilles (Butts#1936) on Discord: https://imgur.com/JlWB8gs

Code
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)

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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Farya on June 05, 2021, 03:00:28 AM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Arcagnello on June 05, 2021, 10:10:37 AM
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  :)
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on June 05, 2021, 10:29:00 AM
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.

I don't think this would be a good addition. It would add a large number of options to the settings file that very few people would bother to use or understand.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: MapleDaddy__ TTV on June 05, 2021, 10:33:38 AM
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  :)

I am indeed. Recently went through a name change from Wrachilles to this. Hello again!
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: grinningsphinx on June 05, 2021, 05:56:38 PM
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?

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
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: joebama on June 05, 2021, 08:26:21 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Scorched Earth on June 05, 2021, 09:01:45 PM
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
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Yunru on June 06, 2021, 12:02:47 AM
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?

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
The penalty is negated, but the condition isn't.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on June 06, 2021, 05:25:58 AM
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


It's been removed post-0.95a. Read the mod features guide (and optionally the terraforming section of the settings file) to understand the new terraforming system.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Ryu on June 06, 2021, 09:59:10 AM
So I had to go INTO the setting file just to activate the actual terraforming features?? WHy thats so weird.

And why this new change of needing the genelab and some macguffin? This is very stupid imho, terraforming really doesn't need to be some kind of crazy generic bioengeineering project. I Vastly prefered the system before where you ONLY needed a lot of money and time, instead of needing some specific object i assume you have to loot out of domain remnants. The game is practically going to be OVER by the time I can ever do this.

Is tehre a way to disable the need to even get this damn thing? This mod worked fine the way it did before honestly
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on June 06, 2021, 10:32:51 AM
Is tehre a way to disable the need to even get this damn thing?

If you want to change the planet type, no. Enter the following command using the console to get one immediately: addspecial boggled_euteck
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Yunru on June 06, 2021, 10:38:26 AM
Ohhh, I have to install an EUTECK! That explains why it was doing nothing. I read it's description as *it* installing it!
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Dark_pun_Dealer on June 09, 2021, 03:00:20 AM
Possibly a Dumb question, but how do i start the quest to activate the gates?
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Yunru on June 09, 2021, 03:12:14 AM
It's a vanilla quest, in the tutorial system talk to the academy.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: RoquetheRogue on June 10, 2021, 07:22:31 AM
Can the AI Battlestation spawn AI drone fleets? if not, could you make it possible in theory?
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on June 10, 2021, 07:49:46 AM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Labanfis on June 10, 2021, 07:52:16 AM
Where can I find a legacy version of this mod? I'm looking for the latest 0.91a version, I suspect 5.4.6
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on June 10, 2021, 10:16:43 AM
Where 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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Labanfis on June 10, 2021, 01:38:32 PM
Where 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.
Thanks a bunch
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: RoquetheRogue on June 11, 2021, 12:44:00 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on June 12, 2021, 06:28:12 AM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: RoquetheRogue on June 12, 2021, 10:01:53 AM
Spoiler
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.
[close]

Do you remember Nijingen Extend? it has those criminal industries that spawn pirate fleets, and there's also roider union that also spawns roider fleets.


If you run into trouble, ask these Mod Authors and discord has people 24hrs..

the whole issue with creating AI controlled fleets is that they'll register themselves and run in the background, that bloats the game, this isn't something that will change too soon, however people with console commands and clear command mods can easily fix that, by erasing inconsequential AI fleets, that can make the game a lot more stable, performance wise.

These player faction AI controlled remnant/explorium fleets are so minor, sizes could be dictated by production/security/station upgrades with Alpha Cores.
you only get 1 or 3 at a time they wouldn't be enough to cause worse issues like visiting systems with several planets and fleets already cause.

As far as cost is concerned, such station would be a lot better than anything else, it spawns drone fleets, but it also requires that you have a AI Skill and half mil, for more balance you could perhaps restrict it to only spawn fleets if it has AI CORES, number of fleets depending on AI CORE.

Gamma Core  1 garanteed fleet  to a - 2 Maximum Fleets
Beta Core 2 garanteed fleets  to a - 3 Maximum Fleets
Alpha Core 3 garanteed fleets  to a - 4 or 5 Maximum Fleets and with more varied, especial remnant or explorium hull sizes.

Anyways, thanks! this mod has become such a Must-have for me, I appreciate all that you have done.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Yunru on June 12, 2021, 12:11:03 PM
How does one construct a Hydroponics?
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on June 12, 2021, 12:18:59 PM
How does one construct a Hydroponics?

It has to be enabled in the settings file.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Yunru on June 12, 2021, 12:19:57 PM
Thanks! I just found it and was coming here to edit my post, but you're too on the ball for that :P
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Ta1ha on June 12, 2021, 05:12:07 PM
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
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on June 13, 2021, 09:15:51 AM
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

Are you checking the monthly reports to see what items you're receiving and where they're being delivered?
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Girogi on June 13, 2021, 02:21:30 PM
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!
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on June 13, 2021, 03:16:15 PM
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!

Check the settings file - hydroponics already exists!
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Ta1ha on June 13, 2021, 09:22:54 PM

Are you checking the monthly reports to see what items you're receiving and where they're being delivered?

Just checked, they were going to another storage, thanks
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Forsell on June 15, 2021, 06:37:05 AM
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?
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on June 15, 2021, 06:44:25 AM
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?

Which station in particular did you want to colonize? I think colonization is blocked on a handful of stations because I lack a good sprite for them, not because of lore/gameplay reasons.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Forsell on June 15, 2021, 06:48:17 AM
Groombridge Habitat is one in particular I recently tried to rebuild.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Yunru on June 15, 2021, 06:49:30 AM
Groombridge is a story location, so that may be why.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on June 15, 2021, 06:55:29 AM
Groombridge is a story location, so that may be why.

Yeah, I think I blocked Groombridge because of the flavor text, and since it now has an actual function in the story I can't really unblock it.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Forsell on June 15, 2021, 07:22:37 AM
A shame, but definitely understandable. Thank you both for your help and thanks for the crazy cool mod boggled.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Rigerousbacon on June 23, 2021, 10:23:31 AM
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?
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on June 23, 2021, 10:35:10 AM
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?

Please review the mod guide. Terraforming no longer involves a hotbar ability.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Rigerousbacon on June 23, 2021, 10:42:04 AM
srry im very new to the forum so navigating it is still pretty difficult at times , so since its been removed from the ability so  how would go about terraforming a volcanic word for example to a habitable one ??
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Rigerousbacon on June 24, 2021, 09:09:19 AM
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
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on June 24, 2021, 09:33:18 AM
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

Change "boggledEnableAllTerraformingProjects":false, to "boggledEnableAllTerraformingProjects":true,
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Rigerousbacon on June 24, 2021, 11:13:50 AM
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
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on June 24, 2021, 11:27:05 AM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Seleukus on June 25, 2021, 07:06:45 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on June 26, 2021, 06:10:48 AM
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.

I think you were just unlucky, or you surveyed systems that are less likely to have special items.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: DownTheDrain on June 26, 2021, 08:07:23 AM
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.

You're either playing with some hardcore mod that limits special drops or you have the worst luck imaginable...
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Killian on June 26, 2021, 11:52:29 AM
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. ???
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on June 26, 2021, 12:08:52 PM
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. ???

There's a setting to disable EUTECK consumption. If you're using the "enable all projects" setting, disabling consumption probably makes sense.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Seleukus on June 26, 2021, 12:59:55 PM
Thanks for the feedback. This is my first run with 095 so I have no idea to know if I'm being lucky or unlucky. I'll explore more and see if I can find at least one, worst case, I'll take your advice and use the console command.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Yunru on June 26, 2021, 01:46:11 PM
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.

(I did, as I've also been experiencing similar bad luck, although IndEvo is diluting my pools.)
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: not a luddic path member on June 26, 2021, 02:23:06 PM
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]
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on June 26, 2021, 02:51:29 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: not a luddic path member on June 26, 2021, 02:55:37 PM
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.

Pretty sure it's from the Kadur Remnant mod. From a lore standpoint I have no idea, but seeing as how we have the mod capability to add in some potential fluff buildings to reduce penalties and maybe have it as an optional true/false plugin in the settings?

https://fractalsoftworks.com/forum/index.php?topic=6649.0
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Killian on June 26, 2021, 02:59:17 PM
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?
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: not a luddic path member on June 26, 2021, 03:05:04 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on June 26, 2021, 03:22:42 PM
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.

Based on the feedback here, I think a means to acquire EUTECKs other than exploration is something a lot of players want. I'll see if I can come up with a good system for this, although the vanilla special items also can't be acquired any way other than exploration (except for the few items that can be stolen via raids).
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Mr_8000 on June 26, 2021, 05:34:28 PM
I would like to chime in here and say that vanilla items do have a sort of fallback in the form of the historian, but that isn't exactly ideal since each special item you get from them doubles the required SP for the next one with no cap (that I can see). What I wanna say is that it isn't really viable past the first few items.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Seleukus on June 29, 2021, 04:03:45 PM
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
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on June 29, 2021, 04:42:45 PM
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

With default settings you can't terraform an irradiated planet, and if you enable all projects, terraforming an irradiated planet won't remove radiation.

To remove radiation, you'll need to uncomment a line (I think it's line 12) in rules.csv that enables condition modifications. Then you can initiate a project to remove radiation.

The reason for this is because procedurally generated planets with Irradiated are usually very close to a star, and from a realism/lore standpoint they're not suitable for terraforming due to the extreme radiation from the star.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Seleukus on June 29, 2021, 08:16:23 PM
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?

Thank you again for all the feedback.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Sapling on June 30, 2021, 07:19:47 AM
Are there any terraforming projects that can remove the "High gravity" modifier?
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Yunru on June 30, 2021, 08:11:15 AM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Sapling on June 30, 2021, 01:41:44 PM
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.

May I know which building that might be?
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Yunru on June 30, 2021, 02:12:46 PM
Planetary Agav (Agrav?)... something.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on June 30, 2021, 02:22:25 PM
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

Mars in starsector would not have the Irradiated condition. Planets that orbit a neutron star have it, and blocking radiation from a neutron star is different that protecting Mars from solar winds.

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?

No, volatiles and organics are not modified by terraforming in this version of the mod. That used to be the case (as it's more realistic and lore-friendly), but many players complained that terraforming changed the resources on their planet in a way they didn't want, so now it only modifies farming yields.

I realize now that I can't please everyone and players are going to complain no matter how I make the terraforming system work, so in the future I will probably revert this change.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Aer0-3 on July 06, 2021, 03:41:15 PM
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?
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on July 06, 2021, 03:51:56 PM
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?

This is not intended. I just reviewed my code and I don't see anything that would block reflectors on lava planets. Can you post a screenshot of the tooltip that says why it can't be built?
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: japito on July 13, 2021, 06:55:10 PM
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?
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: KDR_11k on July 14, 2021, 11:18:44 AM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: hollow on July 19, 2021, 06:13:18 AM
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
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on July 19, 2021, 06:17:15 AM
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

It's been removed because of the vanilla special item that's essentially a space elevator, and because I added new buildings that can suppress gravity conditions.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: guto8797 on July 22, 2021, 09:09:42 AM
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?
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on July 22, 2021, 07:19:47 PM
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?

Yes. Think about it this way from a lore standpoint: it would be too risky to build things susceptible to tectonic activity because the suppression building could be disabled by a raid, terrorism, etc.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Salander on August 05, 2021, 02:36:30 PM
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?
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: KDR_11k on August 05, 2021, 03:31:14 PM
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.
If you don't find any EUTECKs you cannot terraform. They're like any other colony item so some seeds simply don't contain any.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: superuglymodel on August 10, 2021, 09:41:40 PM
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
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Aeios on August 10, 2021, 09:53:50 PM
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

Station building is done via abilities now. So you can right click one of the slots in the hotbar and find the relevant station building and colonisation ones.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Farya on August 10, 2021, 10:20:01 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on August 11, 2021, 02:11:34 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: 6chad.noirlee9 on August 11, 2021, 03:07:24 PM
can this be safely added to a run?
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on August 12, 2021, 02:11:29 PM
can this be safely added to a run?

Yes!
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: BoogieMan on August 17, 2021, 07:42:29 AM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on August 17, 2021, 07:45:12 AM
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?
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: BoogieMan on August 17, 2021, 08:44:01 AM
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?

Sorry, I've since rectified the problem by building a Domain Archeology on the same world to supply it. The planet's storage was something like 612 DEA for over an in game year and never changed by so much as a single point. My fleet storage has averaged 600-800 for building gates at new colonies. The planet was set to draw from storage in case of shortages. I even toggled it the other way for awhile, then back to see if it would trigger an update or something. No change.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Farya on August 17, 2021, 09:00:37 AM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on August 17, 2021, 11:38:29 AM
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.

I'm not sure how that would improve gameplay. It would only make the defense rating calculation more difficult for the player to understand and require reading the mod guide and/or lengthy tooltips.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: JaeSunRyoo on August 19, 2021, 05:39:55 PM
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!
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on August 20, 2021, 05:21:55 AM
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!
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: JaeSunRyoo on August 21, 2021, 05:39:52 AM
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!

I understand, looks like I'll have to make the transition to 0.95 in the future. Thanks for the reply!
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Uhlang on August 31, 2021, 12:30:38 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on August 31, 2021, 02:46:14 PM
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).
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Arthur_The_Ok on August 31, 2021, 03:05:14 PM
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?
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Uhlang on August 31, 2021, 03:12:11 PM
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.

Again though, this isn't a big deal.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on August 31, 2021, 05:23:03 PM
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?

I used to have an Arcology World planet type, which was superseded by Domed Cities. My main concerns with an actual world city colony are that:

1. The population size necessary to fully inhabit a world city on even a small planet is incompatible with starsector lore. For example, the moon has a surface area of 14.6 million square miles. Even with a modest population density of 6,000 per square mile, that implies a colony on a small moon would need almost 100 billion people to fully populate a world city. The largest colony in vanilla starsector is Chicomoztoc, which has a few hundred million people.

2. The CHAMELEON can easily counteract the stability malus and sabotage from pirates and pathers. I'm trying to avoid creating an "ideal colony configuration" that the player sets up on every planet they own, and giving Domed Cities even stronger bonuses without a new, unmitigable drawback would be at odds with that goal.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Farya on September 01, 2021, 01:57:59 AM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on September 01, 2021, 02:38:17 PM
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.

I like the idea of CHAMELEON or other buildings creating negative events periodically as a drawback. I'll think about implementing this for the next major patch!
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Uhlang on September 02, 2021, 07:52:09 AM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on September 02, 2021, 03:00:41 PM
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.

Hmm, I suppose this would be a decent addition. I'll look into adding it in the next patch, although it will almost certainly be a non-default option.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: 123nick on September 14, 2021, 11:59:19 AM
Can i install this mid save if i intend too disable the terraforming features and just have station construction?
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: PreConceptor on September 14, 2021, 02:12:17 PM
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?
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on September 14, 2021, 02:23:36 PM
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'll think about it. I know Agrav fields are apparently ubiquitous in the present-day sector, so that one definitely won't need them.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: PreConceptor on September 14, 2021, 03:07:47 PM
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.

edit: thanks for the mod, love the station-building aspect, and thanks for being so quick to respond on random suggestions  :)
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on September 14, 2021, 03:43:47 PM
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.

I agree that the terraforming structures should feel hard to obtain or have some sort of special requirements, but it's difficult to do that in a way that both makes sense lore-wise and also creates fun gameplay. Requiring DAE for all terraforming buildings doesn't make sense lore-wise since some of them can be built using real life 21st century technology, and others are clearly viable with sector-level technology.

I could go the route of requiring special items that can only be found through salvage, but that dilutes the loot pool and many players don't want to have to explore the entire sector every time they start a new save just to terraform.

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. Plus, it takes an enormous amount of time to create quests, especially if they have branching outcomes.

Finally, I have to consider that most players aren't going to play the same save for dozens of cycles. If terraforming takes too long or is too expensive, they'll never get to use it.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: PreConceptor on September 14, 2021, 04:13:47 PM
so optional DEA demand perhaps that's separate from the overall DAE setting? I don't know how complex that would be.

I just wish I could add the demand myself in a txt or excel file since that's the extent of my tweaking capabilities :(
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: chet_mcmasterson on September 15, 2021, 02:42:39 AM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: JenkoRun on September 15, 2021, 09:22:16 AM
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?
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Yunru on September 15, 2021, 09:26:33 AM
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?
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: JenkoRun on September 15, 2021, 09:42:47 AM
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?

Just heard, someone on the discord explained I need an AI core to even get a chance at an Alpha, maybe a hint should be added to the tooltip about this?
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Yunru on September 15, 2021, 09:57:43 AM
Pretty sure it already is, at least when installing cores
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on September 15, 2021, 02:30:02 PM
Pretty sure it already is, at least when installing cores

It lists the percentages, but doesn't explicitly state that installing an AI core will improve the monthly drop chances. I'll update the tooltip to clarify this.

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!
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: chet_mcmasterson on September 16, 2021, 12:32:44 AM
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!
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on September 16, 2021, 02:16:24 PM
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!

I'm glad you're enjoying the mod.

I'm currently working on a revamp of the terraforming system (again!) and I'm going to make sure the tooltips make it clear how it works and what the player needs to do.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Surge on September 22, 2021, 05:35:39 AM
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?
Spoiler
(https://i.imgur.com/iyVcjyz.png)
[close]
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Farya on September 22, 2021, 09:54:05 AM
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?
Spoiler
(https://i.imgur.com/iyVcjyz.png)
[close]
Reflectors are only for Poor Light and Hot now. For Cold and Extreme Cold you need vanilla Orbital Fusion Lamp item now.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Space_Lettuce_OG on September 28, 2021, 03:47:25 AM
So, I am just now installing this mod, after having explored literally every star system and planet, so I will never run into rare loot for something like the "E.U.T.E.C.K.".
However, I can add them in via the console commands mod.

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.

P.S. Are there additional special items like "E.U.T.E.C.K." that this mod adds that I should be aware of?
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Uhlang on September 28, 2021, 05:17:49 AM
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.

P.S. Are there additional special items like "E.U.T.E.C.K." that this mod adds that I should be aware of?
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.

And no, the E.U.T.E.C.K. is the only special item added by this mod.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Kadatherion on September 28, 2021, 01:03:45 PM
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.

With how relatively sparse are the real chances for special items, every campaign can be a horse of very different colors due to the RNG gods. But I've got to say it has seemed *relatively* common for me. In my current campaign I've found one, but I'm still in the early stages of exploration. In my previous long term one, I've found 4 (or even 5, not sure: in any case it wasn't just the two motherships for sure). That was with a vanilla map, not even with Nexerelin running, just with some custom factions and ship packs on top, so yeah, seemed to have a fairly healthy drop ratio, more or less felt like most of the other "normal" vanilla industry items (basically, with the exception of the much rarer pristine forge). Can't be sure that campaign wasn't the actual RNG outlier though.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Desregaurd on October 02, 2021, 05:12:31 PM
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?
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on October 03, 2021, 10:34:45 AM
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?

You can use the settings file to control how many mining stations can be built per system. There is no option to make it variable depending on the number of asteroid fields.

You can build one siphon station per gas giant. There is no option to increase this limit.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Yunru on October 03, 2021, 12:06:33 PM
You can always set the max unreasonably high, and then just manually restrict yourself to the number of fields.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Szasz on October 03, 2021, 12:37:51 PM
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?
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on October 03, 2021, 01:49:03 PM
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?

I'm glad you enjoyed my quests!

I agree with you about the Academy quest - it has low replay value and likely took an enormous amount of development time to create. Those same criticisms apply to my quests as well, which is why I think it's ultimately best not to have them in the mod.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: crosby on October 06, 2021, 10:19:33 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: BadAttitude on October 07, 2021, 10:26:16 AM
The second script works well.  Thanks very much! :D
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on October 07, 2021, 04:03:31 PM
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.

Yes, you have permission to translate the mod. Thank you!
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: FreonRu on October 11, 2021, 11:45:33 AM
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).
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on October 12, 2021, 02:50:18 PM
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).

I'm glad you've been enjoying the mod!

I removed most of the gate construction content because of the vanilla quest line - I don't want to spoil it for those who haven't played it yet, but suffice to say gate-related features probably won't be expanded beyond the current content.

I know the current terraforming system has shortcomings and I'm working on a patch to overhaul it. It's long overdue, but I haven't been able to devote much time to modding the past few months.

I have no plans to add a way to obtain DAE besides mining from colonies. If you don't like having to set up multiple colonies to acquire them, they can be disabled in the settings file.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Farya on October 13, 2021, 07:17:49 AM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Kobura on October 13, 2021, 08:51:26 AM
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...
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Uhlang on October 13, 2021, 10:50:46 AM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on October 13, 2021, 03:06:24 PM
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.

I'm not going to completely scrap the new buildings and the suppression mechanic - rather, I'm going to change the planetary type transformation system to make it more intuitive and offer options that don't feel like console commands. This will be my third iteration of the system and hopefully I'll get it right this time!

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...

I'm not going to implement a structure cap increase in this mod. It would introduce compatibility problems with other mods, and the cap is important for balance and gameplay reasons.

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.

Yeah, the new system will almost certainly allow terraforming of planets like Ogygia with default settings - it will just take longer and cost more than terraforming planets that are closer to Earth-like from the start.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Zonk on October 17, 2021, 01:58:05 PM
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!
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on October 17, 2021, 02:30:40 PM
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.

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.

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!

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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Zonk on October 17, 2021, 07:03:35 PM
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.

That's a good point, I didn't really start building profitable stations until way in the lategame. And there's still a use for barren worlds with autonomous mantle bore that stations can't ever replicate!

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.

(https://i.imgur.com/feQN26l.png)

The station has never moved from its place! I jumped in the system and immediately put the station down out of laziness. I was surprised when it was faithfully deposited exactly where my fleet was sitting. The idea of an orbital fortress right at the jump point of a system reminds me of the Honor Harrington series of books so much! 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
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: nDervish on October 18, 2021, 01:38:16 AM
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.

If you haven't already done so, take a look at the mod's data/config/settings.json.  You can change the credit/crew/machinery/metal/transplutonic costs of stations and also enable a "Cramped Quarters" modifier that reduces pop growth above a certain size (optionally with an industry you can build to add more housing and allow further growth, to provide an intermittent ongoing cost).

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.

Easy workaround:  Set a destination in hyperspace or another system.  Personally, I almost never click on jump points (at least from the in-system side) because I generally navigate directly to the final destination instead of doing it step-by-step.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Kadatherion on October 18, 2021, 07:46:51 AM

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?

Nope, I always have it on and no hazard modifier, it just cuts growth rate quite dramatically. So, under normal conditions, it's unlikely a station would ever grow past size 4 or 5 tops. This, combined with how production and economic rates are often proportional to colony size does keep its strength relatively in check: meaning the freedom and flexibility of stations gives you a lot of options, but a well placed planetary max size colony will still outperform them. Relatively being a key word: colonies are already op and basically just money printers in their far from finished vanilla form, everything that simply makes it easier to build more colonies in more places is bound to feel even more op. Especially because you also have the hard cap of 12 buildings regardless of your colony size, so stations can still compete with planets a bit too much, imo.

Anyway, colony management is gonna get some serious revamp in future iterations of the game, as it is now I find the mod relatively balanced. Sure, some things might feel a bit easy in the late game especially, when you can throw all the money you want at it, but that's because, as mentioned, the whole system is just a money printer right now with little to no real managing gameplay behind.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on October 18, 2021, 04:03:54 PM
The only downside is that it makes trying to jump out of the system extremely annoying without accidentally docking at the station instead.

Good point. That's probably a good enough reason to prevent this from being done, since the workaround to transit the jump point can be awkward.

Edit: apologies for the gigantic image, I have no idea how to make it smaller

This is really helpful. When I said the station would drift over time, I was thinking of an asteroid belt. If the station is built on top of a jump point that has an asteroid field around it as depicted in your screenshot, it will stay on top of the jump point indefinitely.

I'll add this to the list of things to address in my next patch. Thanks for brining it to my attention!

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?

There's a settings option to adjust the base hazard of stations, but it's separate from Cramped Quarters. Below is the section that controls it:

#Configures the base hazard rating for stations by offsetting the base hazard of 100 by the value the player inputs.
#Negative values can be used to decrease hazard.
"boggledStationHazardRatingModifier":0,
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Uhlang on October 21, 2021, 05:55:24 AM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on October 21, 2021, 02:25:25 PM
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.

I'm hoping to release it sometime in late November or early December, but it depends on how busy I am with work and other obligations. Sorry I can't be more specific than that!

It definitely won't be save compatible though.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: yuyush on October 23, 2021, 07:03:57 PM
hey,
first off big love for this mod.

2nd how can I get to the lobster quest & can you still obtain the Conquest?
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Kobura on October 24, 2021, 12:44:25 AM
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!

Quoting for newbies. Don't know how long I had the Sling before I found this post. Off to the reaches of Perseus!
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on October 24, 2021, 06:29:40 AM
hey,
first off big love for this mod.

2nd how can I get to the lobster quest & can you still obtain the Conquest?

I'm glad you're enjoying the mod!

The lobster quest and the unique Conquest have been removed in the latest version due to new content in the main game.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Farya on October 24, 2021, 07:29:01 AM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on October 24, 2021, 08:46:00 AM
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.

I considered implementing a special construction ship that would be required to build stations, gates, etc. I decided to cut it because it didn't really add anything interesting to the gameplay. It also clogged up ship markets by taking up slots, which would be annoying since the player would likely only need to buy one or two throughout an entire playthrough.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: chrizeren on October 31, 2021, 01:59:41 PM
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?
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on October 31, 2021, 05:36:48 PM
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?


Yes, the current version allows terraforming to Paradise worlds only with default settings. You can get the other options back by editing the settings file.

I know the new system has been unpopular with many players and I'm working on (another) revamp of the terraforming system for the next patch that will make it more similar to the older one!
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: JohnVicres on November 01, 2021, 04:26:36 PM
boggled,

is this
Code
   #Controls how long terraforming takes (in days)
   "boggledTerraformingTime":400,
changeable 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?
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on November 02, 2021, 06:59:35 AM
boggled,

is this
Code
   #Controls how long terraforming takes (in days)
   "boggledTerraformingTime":400,
changeable 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?

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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: JohnVicres on November 02, 2021, 01:51:41 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: thespy24574 on November 02, 2021, 03:32:35 PM
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?
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on November 03, 2021, 02:27:08 PM
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?

No, the AI cores created with the Kletka Simulator behave exactly the same as vanilla ones. The flavor text says "usually" - not always!
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Floorbo on November 03, 2021, 02:41:20 PM
is there any way to build a Coronal Hypershunt
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on November 03, 2021, 04:16:40 PM
is there any way to build a Coronal Hypershunt

No. I may add this as a non-default option in the next update though!
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: StarScum on November 11, 2021, 07:53:01 AM
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?
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on November 11, 2021, 08:29:00 AM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: StarScum on November 11, 2021, 11:31:36 AM
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?

Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on November 11, 2021, 11:42:22 AM
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?



The Penelope's Star planets will not have special features, but barren planets like Ogygia will be possible to terraform with default settings.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Szasz on November 11, 2021, 01:11:48 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Uhlang on November 11, 2021, 09:46:14 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: ArnaudB on November 12, 2021, 01:41:09 AM
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!
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on November 12, 2021, 02:26:27 PM
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!

The industries.csv file and the settings file allow the player a lot of customization options for terraforming credit costs. Are you looking for an option that's not possible currently?

I realize that for players with Nex installed the terraforming costs may seem high relative to the cost of paying for a fleet to invade existing colonies. I don't want to modify the costs based on the player's mod list, so I think the best solution is to tune the costs for vanilla and let the player change them if they wish.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Szasz on November 14, 2021, 01:52:34 AM
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.
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Skullito on November 20, 2021, 03:32:54 AM
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.

(https://i.ibb.co/sV8WLZX/Jre-Screenshot-2021-11-20-12-22-08-59.png)

Any ideas what I need to do ?
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on November 20, 2021, 08:02:20 AM
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 ?

Please read the mod guide in the original post. If you still have a question, let me know. Thanks.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Floorbo on November 20, 2021, 01:53:14 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on November 20, 2021, 02:48:09 PM
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.

It might be jarring given the difficult conditions in most parts of the Sector, but Mairaath was a paradise and was destroyed only ~120 years before the current year - given the life extension technology that exists in Starsector lore, it's possible many people will remember it.

Opis and Hana Pacha were also ostensibly terraformed worlds and were destroyed only about ~20 years before the current year, and Gilead still exists, so even people without life extension will remember paradise-like planets.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Floorbo on November 20, 2021, 06:47:10 PM
cool thank you for this mod and the work you do.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: Operative85 on November 22, 2021, 01:34:47 AM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on November 22, 2021, 07:26:39 AM
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.

I'm glad you're enjoying the mod!

You can actually disable just the Domain Archaeology industry (not the entire Domain-tech section). If you do, buildings that normally require Domain-era Artifacts like CHAMELEON will still function - they just won't demand artifacts anymore.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: luboja1 on November 23, 2021, 03:57:06 AM
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.

(https://i.ibb.co/sV8WLZX/Jre-Screenshot-2021-11-20-12-22-08-59.png)

Any ideas what I need to do ?
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 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 :)
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on November 23, 2021, 06:20:41 AM
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'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 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 :)

In the current mod version, terraforming is done via the Genelab, not an ability.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: The Necrarch on November 23, 2021, 12:38:46 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v7.1.3)
Post by: boggled on November 23, 2021, 12:57:54 PM
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 think Unknown Skies doesn't consider archipelago planets to be water worlds and therefore doesn't spawn them with water-covered surface. I was confused by this too when I was doing playtesting!
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: lovhes on November 23, 2021, 10:40:39 PM
oooooohhh, nice! no more scrounging for EUTECK!
even though i have never managed to play long enough to terraform that way :V
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: Vivelaraclette on November 24, 2021, 12:32:49 AM
Hi, first thanks a lot for your mod, always great to have.

Regarding the 8.0 rework, the new version is streamlined and easier (requiring less luck and money) but the one with the genelab and EUTECK was quite an adventure, expensive genelab, the search for the euteck, etc and was more immersive.
It's maybe personnal but linking the terraforming to a new menu option make it less.. special and more "intrusive" to the gameplay as an exterior feature.

edit : due to the lack of additional cost, terraforming is far too easy once you have the structure (solar shade, etc) needed to nullify a planetary feature

Anyway, will ever be a must-have to me, regards.

Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: Skullito on November 24, 2021, 02:10:54 AM
I download the new version and each time I try to launch the game. ^^'


(https://cdn.discordapp.com/attachments/891409947991093308/913008609166753832/unknown.png)
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: Yunru on November 24, 2021, 02:13:10 AM
The new version isn't compatible with existing saves.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: Skullito on November 24, 2021, 02:23:39 AM
I already deleted my save on the main game, but after loading until the end of the bar, the game crash again.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: boggled on November 24, 2021, 03:32:07 AM
I already deleted my save on the main game, but after loading until the end of the bar, the game crash again.

You need to delete the entire Terraforming and Station Construction mod folder before downloading the latest version, otherwise you will get a crash on game load. I'll add a note about this to the main post.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: Skullito on November 24, 2021, 03:56:56 AM
Oh right ! My deep sorry for the trouble and thank for the help ! ^^
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: Uhlang on November 27, 2021, 02:57:41 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: boggled on November 28, 2021, 09:03:04 AM
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.

I'm glad you're enjoying the new system!

I cut the EUTECK because obtaining it is luck-based, and it diluted the drop tables in a way that many players didn't like. It also added complexity to the terraforming system, and changing its role once again would create a lot of confusion.

Thanks for letting me know about the Nexerelin story skip issue. I'll look into fixing this for the next patch.

Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: A_Random_Dude on November 30, 2021, 04:33:50 AM
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).
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: boggled on November 30, 2021, 08:19:58 AM
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).

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.

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!
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: Ruddygreat on November 30, 2021, 01:42:22 PM
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)
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: boggled on November 30, 2021, 05:37:32 PM
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)

Ok, I suppose there's no conflict then, since the player shouldn't be using the Shadowyards building anyway. Thanks!
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: A_Random_Dude on December 01, 2021, 01:02:58 AM
Quote
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.

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.

Quote
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)

Ah, my bad then! Makes much more sense said like that. Thanks!
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: boggled on December 01, 2021, 06:53:16 AM
Quote
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.

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.


I think editing the rules.csv file would be sufficient to remove projects. You would need to edit the jar file to add projects or modify the requirements.

Be warned that rules.csv is not easy to work with!
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: A_Random_Dude on December 01, 2021, 07:29:14 AM
Ok thanks, I'll see what I can do with it then!

Ah, and good luck with your next patch!
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: Uhlang on December 03, 2021, 04:08:49 PM
Ignore my comment about the inactive gate construction. I automatically assumed it worked like your previous venture in gates and expected it to be an ability, and I only now noticed the text saying that it's something you do at stable locations. My bad.

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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: boggled on December 03, 2021, 05:05:03 PM
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.

Yes, I removed the DEA requirement on stellar reflectors as part of my efforts to reduce complexity. The player still needs to build Domain Archaeology since Agreus can only supply four DEA, and the Genelab and CHAMELEON will demand six at maximum colony size.

You're right about the issue where no NPC markets demand DEA anymore. I'm going to look into ways to remedy this - perhaps colony-specific buildings (like the cryosanctum on Nomios) that demand them is a good solution. If I can't think of any ideas for colony-specific buildings, I'll probably just reinstate the DEA demand for stellar reflectors. Thanks for your feedback!
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: Uhlang on December 05, 2021, 06:04:08 PM
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.)
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: boggled on December 06, 2021, 08:04:35 AM
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.)

That's an interesting idea! The problem is I can't overwrite the default farming and/or population buildings to accept a custom special item. Even if I could, players might not realize selling a special item to an NPC colony will cause them to install it (I certainly didn't until you told me about it).

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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: A_Random_Dude on December 06, 2021, 08:41:43 AM
Quote
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.

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 some sort of special abandonned station location to the historian quests rewards, which would require a DEA to successfully operate reactivate and produce special items in exchange for ressources? That could solve the problem in my opinion.

Edit: changed "items that can produce/be transformed into a specific special item (probably unfeasable)" to "abandonned station that can produce special items (probably way better)".
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: Yunru on December 06, 2021, 08:47:42 AM
The Historian's already to RNG for my tastes as-is, no thanks!
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: boggled on December 06, 2021, 09:03:39 AM
The Historian's already to RNG for my tastes as-is, no thanks!

True enough. Seems like the ability to craft whatever the player wants would be popular.

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.

Synchrotron cores and nanoforges are pretty easy to get because the player can steal them by raiding core worlds colonies. I'm talking about the new special items (ex. fusion lamp, mantle bore, etc.) which I believe can only be found through RNG salvaging.

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.

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?
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: Uhlang on December 06, 2021, 09:09:08 AM
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.

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.

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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: A_Random_Dude on December 06, 2021, 09:18:31 AM
Quote
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?

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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: boggled on December 06, 2021, 10:26:47 AM
Quote
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?

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.

So, an abandoned station built during the Domain-era that was a factory to produce special items? Something that valuable would probably have to be guarded by powerful remnants, and have some sort of unique quest to discover it and explain how it works to the player. The scope for that is probably too big for this mod and would be better left to vanilla, or a mod that solely implements that quest.

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.

I wasn't aware Hartley's implementation was possible. That does open up making stellar reflectors a special item to be installed in vanilla buildings, and selling them to NPC colonies to introduce a DEA demand would be nice. I still see some problems:

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.

2. How could I communicate to the player in a concise way that they should sell stellar reflectors to NPC colonies to generate revenue with Domain Archaeology?

3. Even if the player knew about this mechanic, they would likely choose to keep the stellar reflectors for themselves to enable terraforming and boost farming output.

I can think of some other uses for this though - maybe split up the genelab functions into different special items, and put a few on vanilla colonies to generate DEA demand. For example, I could put a lobster-seeding special item in the aquaculture industry on Volturn.

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.

That's good to know. I'll see about implementing this in the next patch.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: Yunru on December 06, 2021, 10:31:13 AM
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?
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: boggled on December 06, 2021, 10:33:53 AM
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?

Spaceport has the Fullerene Spool, and I think Alex said he's going to make Eventide have one in vanilla. Since Eventide also has reflectors in orbit, that would create a conflict.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: Uhlang on December 06, 2021, 01:45:57 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: boggled on December 06, 2021, 02:33:48 PM
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.

It's true the current implementation of stellar reflectors is similar to the fusion lamp in terms of effects on the colony, but there's a number of major differences:

1. Players will be confused why two almost-identical special items exist, and what the subtle differences are.

2. A new player can immediately learn about stellar reflectors from the colony build menu, as that's the first thing they'll look at once they found a colony. With an itemized reflector, I would have to find some way to communicate to new players that it exists and how to obtain it, since it's a requirement for terraforming projects. That would be clunky and confusing, and I deliberately tried to avoid creating any terraforming requirements that aren't self-explanatory.

3. If the player disables the Domain-Tech features of the mod, they'll be unable to craft itemized reflectors. If they're reliant on RNG to obtain one, this will bring back a problem with the EUTECK - many players couldn't use terraforming because they couldn't find one.

4. An itemized reflector could be stolen from Eventide or Eochu Bres by the player, which is bad from a gameplay and lore standpoint.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: Uhlang on December 06, 2021, 03:38:07 PM
4. An itemized reflector could be stolen from Eventide or Eochu Bres by the player, which is bad from a gameplay and lore standpoint.

The Pristine Nanoforge at Chico is even more important to the Hegemony than Eventide's reflectors, yet you have tons of players treating it like it's theirs.
Honestly, it's a bit a failure on the lore's part that something as basic as stellar reflectors are these irreplaceable relics rather than everyday objects you can find on any civilized planet that's a bit too hot or cold. A civilization that can build and maintain Star Fortresses would have no trouble building and maintaining what are essentially just big mirrors and shades, and in the turbulent post-Collapse times, getting such infrastructure destroyed or stolen wouldn't be a disaster, but "just another Tuesday." A realistic Eventide or Eochu Bres would have replacements ready to be deployed within a week at most.

I went off on a tangent there, but good points otherwise. Itemized reflectors are cool, but not quite worth the effort, I guess.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: Yunru on December 06, 2021, 04:18:16 PM
Well I look forward to being able to craft colony items with DEA.
Even if they don't get a demand, I'm going to want a surplus for that alone.

EDIT: Ohh, thought! What if you add an invisible market to the Galatia Academy that has a custom building that demands it?
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: IonDragonX on December 06, 2021, 07:15:36 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: Yunru on December 07, 2021, 02:41:45 AM
It is for me! Although I think that's because Industrial Evolution sticks one there with an Academy.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: boggled on December 07, 2021, 02:29:53 PM
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.

Hmm, sounds like I shouldn't try to mess with the Galatia Academy station itself. Maybe I'll put a building on Ancyra like "Big Tachyon Collider" that demands DEA and says in the description that Academy researchers operate it.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: Yunru on December 07, 2021, 03:20:36 PM
You could put them on other colonies too: I can't imagine TriTach doesn't have a vested interest in DEA, for example.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: A random douche on December 09, 2021, 01:32:50 AM
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?
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: A_Random_Dude on December 09, 2021, 02:12:58 AM
The option doesn't appear in the Industries.csv file either. Have you tried building the Ismara's Sling? Could be a project that works for both planets and asteroids. Didn't try it myself though.

Also, obligatory "Nice username"!
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: boggled on December 09, 2021, 03:10:51 PM
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?

Ismara's Sling can only be constructed on water and frozen worlds, and asteroid processing can only be constructed on stations. They're the same building, but with a different "mode" based on what type of colony the player is interacting with (like farming and aquaculture). I forgot to add a note to the mod guide about this - sorry!
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: Necrodamis on December 11, 2021, 12:06:53 PM
I've got a problem after update=ing the game and this mod on my PC. When trying to launch the game it crashes to desktop before getting to the main menu and shows an error saying:
"Fatal: Error Loading
[data.campaign.econ.plugins.BoggledEutekSpecialItemPlugin]
Cause: data.campaign.econ.plugins.BoggledEutekSpecialItemPlugin
Check starsector.log for more info."
(What looks to be related error in the .log: "36298 [Thread-3] 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]" )

I saw in the changelog for the mod you removed the EUTEK, but it seems that game is still trying to find it. Now, this is just an educated guess because I have no experience making mods myself, but it appears that's what's happening.

EDIT: it seems that starting the game without the mod prevents the crash, but it means that my save won't load as the mod isn't present in the game
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: Yunru on December 11, 2021, 12:36:51 PM
The latest update of this mod was a big one, previous saves aren't compatible.
(And you're entirely correct as to the nature of that crash.)
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: Necrodamis on December 11, 2021, 01:06:38 PM
But when starting the game it crashes before even getting to the main menu, on the screen with the loading bar and game title, when Terraforming and Station Construction is enabled. Is there something I'm missing? With your mod disabled I can start the game and create a new save with no problem, aside from some other mod-related issues that I'm already troubleshooting.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: Yunru on December 11, 2021, 01:23:19 PM
Hmm, that is a weird sounding error. When you updated, you did delete the old version of the mod first, yes?
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: Necrodamis on December 11, 2021, 01:56:16 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: boggled on December 11, 2021, 03:51:48 PM
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.

If the game crashes before even getting to the main menu, that means you didn't delete the TASC mod folder before downloading the latest version. You can't simply merge and overwrite the new TASC into your mod folder - that will cause this error.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: Necrodamis on December 11, 2021, 04:20:59 PM
Huh, I thought I did before but I just did it again(?) to make sure and it worked this time. Maybe I was going too fast and in updating the other mods made a mistake with yours, sorry about that.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: Kelvren on December 16, 2021, 07:05:32 AM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: Yunru on December 16, 2021, 12:03:17 PM
"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?
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: Kelvren on December 16, 2021, 12:48:26 PM
"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?

Ah, Agreus the planet.  Thanks.  Maybe I'll just change the vanilla techmining to product artifacts. 
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: Szasz on December 16, 2021, 05:17:19 PM
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.
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?
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: Uhlang on December 16, 2021, 05:42:38 PM
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.
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?
I don't resonate with the navigation complaint whatsoever.
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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: Szasz on December 16, 2021, 07:45:28 PM
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.
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?
I don't resonate with the navigation complaint whatsoever.
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.
It was my first impression anyway. Did you already memorize the layout perhaps? In that case I can imagine its fast and simple.

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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: boggled on December 17, 2021, 03:19:22 PM
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.

Unfortunately I can't easily replace or remove vanilla functionality without breaking compatibility with other mods. Ideally I would remove the vanilla Tech Mining industry, but leaving it alone is the best option for compatibility reasons.

Yunru is correct. All that setting does is replace Tech Mining on Agreus with Domain Archaeology.

Edit: Also, while terraforming desert worlds I am not given the option to change into arid.  Can I modify this somewhere in the mod?

This is functioning as intended, and there's no easy way to modify it. This is done to reduce complexity and confusion - newer players would be puzzled when they saw that they could terraform their planet into the same type it already is! Also, terraforming a desert planet into an arid planet would be purely cosmetic because the maximum resource levels are the same.

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.

There's no setting to modify this. It would clog up the settings file and increase complexity to provide a way to change the base conditions.

In previous versions of this mod, it was a big problem that there was only one "ideal" terraforming end state. I deliberately tried to choose values for the base conditions that would give each planet type a valid reason for the player to create them - if you want to use soil nanites, you may have to select a jungle or arid transformation!

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.
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?
I don't resonate with the navigation complaint whatsoever.
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.
It was my first impression anyway. Did you already memorize the layout perhaps? In that case I can imagine its fast and simple.

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'm glad you like the new terraforming logic. Thanks for your feedback!

I agree that the terraforming menu is a little clunky, and the "need to dock" issue is also annoying for some players. I would add a new tab to the colony management screen to control terraforming (even remotely), but I'm not sure that's even possible, and if it is, it would likely take a substantial amount of work to implement. Eventually I want to work on this, but until then I think the terraforming menu is serviceable, especially since the player shouldn't need to use it all that frequently.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: Farya on December 18, 2021, 02:00:54 AM
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?
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: ArteMooNik on December 18, 2021, 04:28:12 AM
There is any option to add some BAD conditions to planets? Like exrl hot/cold? In mod feature i mean.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: Serenitis on December 18, 2021, 05:36:49 AM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: Uhlang on December 18, 2021, 06:21:49 AM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: boggled on December 18, 2021, 06:27:59 AM
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?

That would address the "need to dock" problem, but it introduces a new problem where players won't know about the hotkey to access it. The current menu is immediately obvious to the player as soon as they create a colony.

There is any option to add some BAD conditions to planets? Like exrl hot/cold? In mod feature i mean.

No. The "default" temperature of a planet determines the possible terraforming options, so I don't want to permit the player to add temperature conditions since it would nullify that system.

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.


By maximum resource levels, I meant the possible terraforming projects the player can use to improve the resources. For example, tundra worlds can use terraforming projects to boost their volatiles level to plentiful, while arid/desert worlds max out at trace.

This mod doesn't change the procedurally generated resources for planets.

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?
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: Uhlang on December 18, 2021, 06:38:22 AM
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.
I don't know if this bug exists on other planet types.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: NephilimNexus on December 20, 2021, 04:50:38 AM
Code
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)

I have no idea what any of this means.   :(
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: Yunru on December 20, 2021, 04:54:44 AM
Either you're using a save from an older version, or you need to do a clean re-download and re-install of TASC.
(Including deleting the old version before copying over the new.)
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: NephilimNexus on December 21, 2021, 09:46:00 PM
Yep, that was the problem - I had just copied the new stuff into the old folder instead of deleting the old folder first.

Moving on... Question: Why do planets require solar mirrors to terraform even if the termperature is already ideal?

Example: I have an ocean world with a mild climate.  The total hazard rating is 75 (50 perfect + 25 for ocean).  The termperature is fine, yet if I want to make it Earth-like I still have to add solar mirrors for some reason.

Which reminds me... if you wanted to add more realism, then changing atmospheric density should affect planet temperature.  Thin atmosphere = colder, thick atmosphere = hotter. 

Example: You have a barren, extremely cold world with no atmosphere.  You terraform it up to a thin atmosphere and the temperature warms to just regular cold.  Make the atmosphere Earth-like and the temperature warms up to normal as well.  Conversely, a scorching hot planet with a Venusian-thick atmosphere should cool off as your thin the air out.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: Uhlang on December 22, 2021, 05:47:34 AM
Why do planets require solar mirrors to terraform even if the termperature is already ideal?

Shades/Mirrors can be used for far more than just cooling/warming planets as a whole. They can change environments entirely.
Consider the Sahara Desert. It might seem completely barren now, but there's lots of evidence to suggest that it used to be a lush savanna barely 10,000 years ago. This is because of this thing called "Milankovitch cycles." Axial precession of the Earth caused more solar radiation to reach the Sahara, heating it to a point where the air above it became significantly hotter and less dense than the air above the Atlantic Ocean, causing the dense and humid ocean air to regularly flow over the desert and shower it with rain until it was a desert no longer.
You could theoretically use solar mirrors to achieve the same effect.

Now, seeing as Starsector's water worlds are canonically so deep they make the Mariana Trench look tiny, I'm not certain by what mechanism they could be turned Terran, but I'm pretty sure the mirrors are a better tool than nothing.

Which reminds me... if you wanted to add more realism, then changing atmospheric density should affect planet temperature.  Thin atmosphere = colder, thick atmosphere = hotter.

I don't think the link between atmosphere and temperature is that direct. Sure, you have Venus, which has an atmosphere that makes its surface hotter than Mercury's despite its greater distance from the Sun, but you also have Titan, which has an atmosphere 1.5x denser than Earth's, but isn't all that much warmer than the other moons of Saturn.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: cheesewithaj on December 22, 2021, 03:30:04 PM
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:
Spoiler
TSC 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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: boggled on December 22, 2021, 04:22:26 PM
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:
Spoiler
TSC 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]

Yes, that's a bug. It should not be possible to terraform gas giants into other planet types! Thanks for letting me know about this.

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.

This is certainly an option. If adding a menu/tab to the colony management screen proves impossible, I may end up doing this instead.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: Sunnyko on December 26, 2021, 05:58:55 PM
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...
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: Oni on December 27, 2021, 12:36:48 AM
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?  :-\
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: boggled on December 27, 2021, 04:00:48 PM
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?  :-\

Cramped Quarters already exists in the settings file and does something very similar to this. It's not a hard cap on station size, but the growth penalty will make it almost impossible for the station to expand beyond the size you choose.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: boggled on December 27, 2021, 04:02:56 PM
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...

See below for the source code link. I think it's reasonable to add this toggle in the settings file - I'll implement it in the next patch.

https://github.com/boggled-starsector/boggled_modpack/blob/master/TASC-Source.zip
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: Oni on December 27, 2021, 05:41:49 PM
.... 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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: boggled on December 28, 2021, 05:16:35 AM
.... 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 wouldn't recommend waiting. It may be two or three weeks before I finish the next patch.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: Serenitis on December 29, 2021, 01:46:12 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: boggled on December 29, 2021, 04:41:56 PM
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.


I think it's preferable from a gameplay standpoint that those items work on stations. From a lore standpoint, you can imagine that the mantle bore is being used to mine especially large asteroids, and the fullerene spool is being used for something like this: https://en.wikipedia.org/wiki/Space_tether. It's not ideal, but I think it makes enough sense to justify their use on stations.

I'm glad you like the new menu!
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: Nox on December 29, 2021, 06:44:54 PM
Enjoying the mod, thanks for it.

I'm noticing that domed cities are not providing protection against regular hot colony condition.  Is this intentional?
 
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: boggled on December 30, 2021, 06:27:14 AM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: Sincronic on December 31, 2021, 08:53:40 AM
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  :)
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: boggled on December 31, 2021, 09:07:39 AM
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  :)

I didn't set up the rules.csv to bind the escape key to go back. I'll try to do this for the next patch.

Sure, I'll try to move the terraform menu below the ship repair prompt. I didn't realize it was appearing above it - my bad!

Thanks for the good suggestions!
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: Nox on December 31, 2021, 02:59:37 PM
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.

Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: boggled on January 03, 2022, 03:06:22 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: Nox on January 03, 2022, 04:23:40 PM
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.

I get that.  The domes are listed as hermetically sealed and protect against vacuum.  just irritates my OCD that they don't protect against pollution.  i'll get over it
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: Nox on January 06, 2022, 07:52:49 AM
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 going to just go ahead and add temperature, pollution, toxicity etc. to domes but unfortunately it's in the jar file and I don't yet know how to reverse engineer that. 

Love the mod.  I'll have to figure out a way forward.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: boggled on January 06, 2022, 08:41:29 AM
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. 

They're not as strong as they were in previous patches, but it's the only way (in this mod) to suppress Inimical Biosphere. They synergize well with the Mesozoic Park and Commerce industries, since they can suppress the hazard from Inimical Biosphere and increase stability to counteract the penalties from Commerce and having a free port.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: Nox on January 06, 2022, 09:24:22 AM
I love the idea of cloning also.  seems like you could do more with that.  instead of an industry slot i'd have it have significant downsides.

the basic cloning could say require one body part to run, produce modest growth and a lot of unrest
with a gamma AI, it produces body parts, growth, no unrest
with beta AI, produces +food, body parts, +growth, small stability
with alpha ai produces ++food (synth meat!), +body parts, ++growth, ++stability, +troopers also requires guns

something like that. 
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: Uhlang on January 06, 2022, 10:09:06 AM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: boggled on January 06, 2022, 11:32:38 AM
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.

Cloning is non-default so I don't want to spend too much time developing unique mechanics for it. Also, I agree that something like this is more appropriate for IndEvo.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: Yunru on January 06, 2022, 11:49:44 AM
It uses DEA right? That's all the justification I needed to accept it.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: SeanNorm on January 06, 2022, 06:55:57 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: SpiderPsycho on January 06, 2022, 10:31:53 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: boggled on January 07, 2022, 05:49:57 AM
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.

This mod is safe to add to an ongoing save. You cannot remove it safely once added. I hope you enjoy the mod!

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.

There's no easy way to edit the ground defense malus without editing the source code and recompiling.

I don't think providing a means to mitigate the ground defense malus would be good for gameplay. I want to avoid a scenario where there's an "optimal" colony configuration - this creates very boring and repetitive gameplay where the player just makes a bunch of identical colonies. The ground defense malus forces the player to seriously consider whether building Domed Cities on a given colony is worth it, depending on the conditions on the planet and other factors.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: Kiith on January 08, 2022, 02:03:50 AM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: Serenitis on January 08, 2022, 08:21:46 AM
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


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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: Uhlang on January 08, 2022, 08:37:53 AM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: boggled on January 08, 2022, 10:09:35 AM
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

I'm glad you generally like the new terraforming system!

Regarding the Stellar Reflector Array, I think there's both lore and gameplay reasons to prevent it from suppressing extreme temperatures (even partially).

From a lore standpoint, it doesn't make sense to have a planet that's visibly frozen or visibly has magma covering the surface not have an extreme temperature penalty. Also, it's not clear that stellar reflectors would be effective at controlling the temperature someplace like Mercury or Pluto.

From a gameplay standpoint, it reduces complexity (partial suppression would be more complex than no suppression or full suppression, don't have to explain why it doesn't work on volcanic planets), gives the Fusion Lamp a unique role, and makes it more interesting for the player to evaluate the suitability of a planet for terraforming (ex. planets with extreme heat won't be able to suppress that condition, planets with extreme cold will require a fusion lamp).

I can understand why some players might prefer your partial suppression mechanic, but I think the current system will generally provide the best gameplay experience and is acceptable from a lore standpoint.

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.

In vanilla, the solar arrays only suppress hot and poor light. I overwrote the condition to add cold suppression and link the condition to the Stellar Reflector Array building.

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.

You can also enable the AI Mining Drones building in the settings file, which will drastically increase mining station production.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: Droll on January 08, 2022, 04:18:36 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: Uhlang on January 08, 2022, 05:47:36 PM
Fusion lamps being used for terraforming would make sense, but there would have to be some sort of mechanism in place to prevent players from filling nebulae with pleasant planets by just passing a single Fusion Lamp from one planet to another. I can think of three ways to do it:
1. Post-terraforming, the Fusion Lamp is locked to Population and Infrastructure or consumed while the campaign object somehow remains.
2. Post-terraforming, the Fusion Lamp is consumed and replaced by a structure much like the reflectors.
3. Star-less planets terraformed by the Fusion Lamp start refreezing if the Fusion Lamp is removed.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: JustThatGoo on January 08, 2022, 07:18:49 PM
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
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: boggled on January 08, 2022, 07:22:53 PM
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.

Uhlang pretty much summarized my thinking - the planet would have to "deterraform" or revert if the player removed the Fusion Lamp, since an Earth-like biosphere can't exist in a nebula without a Fusion Lamp.

Deterraforming is possible to implement, and was present in a previous version of the mod at one point. Unfortunately, with the 8.0.0 terraforming system, the logic to control it would be convoluted and take a good amount of work to implement and test. I may add it at some point in the future when I have the time.

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

Interesting. I'll take a look at this and see if I can fix it.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: Yunru on January 09, 2022, 01:22:31 AM
What if you removed the Fusion Lamp item once terraforming starts, and replace it with a Fusion Lamp condition?
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: JustThatGoo on January 09, 2022, 03:11:03 AM
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
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: SpaceDrake on January 09, 2022, 06:29:02 AM
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!
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: boggled on January 09, 2022, 09:33:28 AM
What if you removed the Fusion Lamp item once terraforming starts, and replace it with a Fusion Lamp condition?

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.

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

Ok, thanks for letting me know!

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!

I'm glad you like the mod! I'm definitely going to expand on DAE in the (relatively) near future and make it more worthwhile to obtain an in-faction supply.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: Yunru on January 09, 2022, 10:50:47 AM
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?
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: boggled on January 09, 2022, 12:44:47 PM
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?

Population and Infrastructure can slot both the Fusion Lamp and Hypershunt Tap.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: GooseDove on January 11, 2022, 08:05:18 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: Chronia on January 11, 2022, 10:29:17 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: GooseDove on January 11, 2022, 11:13:14 PM
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.

Thanks, appreciate it.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: Stroichik on January 12, 2022, 05:47:48 AM
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?
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: Havoc on January 12, 2022, 07:21:54 AM
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
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: boggled on January 12, 2022, 09:42:55 AM
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?

Disable the check for updates feature using the settings file. Your anti-virus software and/or a national firewall may not like Pastebin.

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


It has a dedicated market. You can build additional industries or defenses there to concentrate them around a single planet.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: TheMadslide on January 12, 2022, 12:33:47 PM
Hello !
I recently downloaded the new version TSC because of the last Starsector's update.
Then I founded a problem : Starsector does not recognize the TSC(8.0.0) version as the update of (7.1.3) one.

Here is what I get :
Terraforming and Stn Construction (7.1.3) (Last)
Terraforming & Stn Construction (8.0.0) (Enabled)



I decided at first to ignore it, but Starsector crash when I launch it. As you can see in the screenshot.

Can you please help me with that ?

[attachment deleted by admin]
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: TheMadslide on January 12, 2022, 12:39:36 PM
Here is another screen of the situation (couldn't put it in my last message, too big files).

[attachment deleted by admin]
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: Yunru on January 12, 2022, 01:22:15 PM
There is no helping it: Both vanilla and TASC aren't save compatible with the older versions you had.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: TheMadslide on January 13, 2022, 01:25:24 PM
There is no helping it: Both vanilla and TASC aren't save compatible with the older versions you had.

Oh okay, thanks for the information.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: grinningsphinx on January 13, 2022, 05:18:14 PM
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:

222569 [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)

Any ideas? Ty!

Edit: Found the issue, gotta add the tier 3 to sector core, settings right underneath tier 2.

Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: Obsidian Actual on January 13, 2022, 08:29:08 PM
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:

Spoiler
222569 [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]
Any ideas? Ty!

This looks to be a problem not with TASC, but with Industrial Evolution (by SirHartley), which adds Academies to the game.

Please refer to this post by calmatt (https://fractalsoftworks.com/forum/index.php?topic=18011.msg348414#msg348414) for a possible save-edit fix.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: grinningsphinx on January 13, 2022, 10:18:00 PM
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"  ?
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: boggled on January 14, 2022, 05:58:28 AM
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"  ?

Yes, that would work!
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.0)
Post by: SpaceDrake on January 14, 2022, 10:53:38 AM
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

As a further answer to this: there are several colony items (the refinery Catalytic Core, the fuel refining Synchrotron Core) that require access to a vacuum in order to function. If you find a great system whose only "problem" is a lack of planets with the No Atmosphere condition, building a station will allow you to have a market that can utilize these items.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.1)
Post by: OOZ662 on January 17, 2022, 08:01:53 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.1)
Post by: lyravega on January 17, 2022, 11:37:23 PM
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]
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.1)
Post by: boggled on January 18, 2022, 09:55:48 AM
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.

When you terraform a planet to a different planet type, it comes with a set of base resource levels for farming, organics and volatiles, regardless of what they were before. You can then improve those base levels to much higher ones.

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]

I'm glad you like the mod!

That artwork is excellent and it's certainly appropriate for the CHAMELEON with an AI core installed. I don't want to include it with the mod though because many players will recognize SHODAN as a character from a different video game series.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.1)
Post by: lyravega on January 18, 2022, 11:14:45 AM
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]

I'm glad you like the mod!

That artwork is excellent and it's certainly appropriate for the CHAMELEON with an AI core installed. I don't want to include it with the mod though because many players will recognize SHODAN as a character from a different video game series.
[/quote]

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 =)
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.1)
Post by: boggled on January 18, 2022, 01:50:29 PM
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 =)

The Remnant Station is weaker than a fully upgraded vanilla station, both in combat involving the player and damage calculations when the player is absent. This counterbalances the lower cost and faster build time.

I don't want CHAMELEON to reduce or partially eliminate Pather interest. This is partly due to complexity reasons and partly because there's issues with the Pather interest tooltip where it doesn't appear to display negative values (last I tested it).
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.1)
Post by: lyravega on January 21, 2022, 01:24:29 PM
Hey boggled! Found a bug I think, apologizes if it was reported before (did a quick search & skim, but alas)

On a station with a lamp attached to main structure, Kletka simulator upkeep is overridden with '2x Hot'.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.1)
Post by: Yunru on January 21, 2022, 03:56:45 PM
Hey boggled! Found a bug I think, apologizes if it was reported before (did a quick search & skim, but alas)

On a station with a lamp attached to main structure, Kletka simulator upkeep is overridden with '2x Hot'.
You added a sun to your planet, and are confused why you industry that likes it to be cold isn't performing as well?
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.1)
Post by: boggled on January 21, 2022, 05:19:27 PM
Hey boggled! Found a bug I think, apologizes if it was reported before (did a quick search & skim, but alas)

On a station with a lamp attached to main structure, Kletka simulator upkeep is overridden with '2x Hot'.
You added a sun to your planet, and are confused why you industry that likes it to be cold isn't performing as well?

Iyravega did actually find a bug! Kletka Simulators should always have the "8x Station" upkeep multiplier on stations, but if you install a Fusion Lamp on a station market, the Kletka Simulator will only have the "2x Hot" upkeep multiplier, when it should still have the "8x Station" upkeep multiplier. I know what's causing this and it will be fixed in the next patch. Thanks for the report!
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.1)
Post by: lyravega on January 21, 2022, 07:04:52 PM
Also, you can build stations around [REDACTED] :D On my next game, I'll try and see what happens.

Spoiler
Alpha Site
[close]
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.1)
Post by: Nox on January 21, 2022, 09:09:56 PM
I absolutely love this mod.  I just wanted to share that.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.1)
Post by: Jade Tendency on January 22, 2022, 03:49:06 AM
Also, you can build stations around [REDACTED] :D On my next game, I'll try and see what happens.

Spoiler
Alpha 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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.1)
Post by: lyravega on January 22, 2022, 04:46:12 AM
Also, you can build stations around [REDACTED] :D On my next game, I'll try and see what happens.

Spoiler
Alpha 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
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.1)
Post by: boggled on January 22, 2022, 06:47:43 AM
Also, you can build stations around [REDACTED] :D On my next game, I'll try and see what happens.

Spoiler
Alpha 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

It would probably be best to block station construction in systems with no jump points because of the issues with AI pathing. I'll fix this in the next patch.

I absolutely love this mod.  I just wanted to share that.


Thank you! I'm glad you're enjoying it!
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.1)
Post by: Uhlang on January 22, 2022, 08:35:34 AM
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]
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.1)
Post by: boggled on January 22, 2022, 08:46:27 AM
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]

Looking at the appearance of Desertic worlds, I think Arid is probably the most appropriate designation. It seems you're correct that mantle bore mining would be good on this planet type, but I don't think it's so good that I need to take action to balance it.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.1)
Post by: Kalarima on January 22, 2022, 12:40:23 PM
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?
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.1)
Post by: boggled on January 22, 2022, 12:42:28 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.1)
Post by: Kalarima on January 22, 2022, 12:58:56 PM
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.

Oh i see... thank you :)
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.1)
Post by: Iannar on January 23, 2022, 09:17:42 AM
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,

Title: Re: [0.95a] Terraforming and Station Construction (v8.0.1)
Post by: boggled on January 23, 2022, 10:23:00 AM
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,



I just tested the dynamic ore setting and it worked for me. Can you show me a screenshot of your mining station construction ability tooltip when you're in the Magec system?
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.1)
Post by: Iannar on January 23, 2022, 10:57:41 AM
# 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.

[attachment deleted by admin]
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.1)
Post by: boggled on January 23, 2022, 11:02:17 AM
# 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.

It appears your fleet is located in a system where the number of asteroid belts corresponds to moderate ore resources. Please try traveling to the Magec system where there's enough asteroid belts to provide a higher level of ore resources for your station.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.1)
Post by: Iannar on January 23, 2022, 11:59:44 AM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.1)
Post by: boggled on January 23, 2022, 12:46:45 PM
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.

Be sure to review the mod features guide in the original post. The water requirements are explained there under the "Ismara's Sling/Asteroid Processing" building.

The terraforming menu (where you initiate terraforming projects at your colonies) lists all the requirements and results for each project, and even automatically highlights which requirements are currently met and which aren't!
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.1)
Post by: DrTechman42 on January 24, 2022, 05:45:24 AM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.1)
Post by: Yunru on January 24, 2022, 01:31:01 PM
Wait, so how is the calculation for linked resources?

I thought it was 1 belt = Spare Ore, 2 belts = Moderate Ore, etc.?
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.1)
Post by: boggled on January 24, 2022, 01:54:17 PM
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.

I'm not going to implement an option for this because I think it would make the mod less fun. In previous versions, there was an "optimal" terraforming configuration, and players would tend to just create a bunch of identical "optimal" worlds, which was boring. I deliberately made some planet types start with volatiles to make the decision about which terraforming projects to use more interesting.

Wait, so how is the calculation for linked resources?

I thought it was 1 belt = Spare Ore, 2 belts = Moderate Ore, etc.?

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'll update the comments in the settings file to make it more clear what the options do.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.1)
Post by: Droll on January 25, 2022, 12:18:58 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.1)
Post by: DrTechman42 on January 25, 2022, 01:41:13 PM
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.

I completely agree with the restrictions on colony items, which does result in a significant number of planets being dumped, but it makes THE planet that you eventually find so special. It's just the fact that the process that I've initiated and sponsored (terraforming) ends up creating unwanted results. I'm unable to find the proper adjective here. Annoying? I don't know.
Well, it's not a big thing and no one stops those who disagree from editing the save file.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.1)
Post by: Iannar on January 25, 2022, 11:02:57 PM
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
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.1)
Post by: JohnVicres on January 26, 2022, 07:05:31 AM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.1)
Post by: boggled on January 26, 2022, 09:44:03 AM
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.

I'll take another look at these values, and might add a way to configure them in the settings file. The problem is that the number of asteroid belts in a system can be deceptively high - if the numbers are reduced too much, almost every system will produce very high ore deposits. A player editing their save file might set the values too low and not realize the negative impact it will have on gameplay.

I need at least rich (+2) deposits of ores to sustain itself

The Autonomous Mantle Bore works on stations - that will give an easy +3 to your mining output. You can also enable the AI Mining Drones building in the settings file to boost mining production.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.1)
Post by: Iannar on January 26, 2022, 12:18:56 PM
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)
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.1)
Post by: boggled on January 26, 2022, 03:38:48 PM
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)

Wow, that's a lot of data! Thank you for taking the time to investigate this - I assumed the Core Worlds were a representative sample when I originally implemented this feature, but it's clear that's not the case and procedurally generated systems actually have minimal belts. Almost all the systems in the core world have two to four belts, several have 5-6, and Magec has 9. I think Hybrasil is the only Core World system with no belts.

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.

Title: Re: [0.95a] Terraforming and Station Construction (v8.0.1)
Post by: Iannar on January 27, 2022, 12:19:46 AM
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.

In Magellan Protectorate mod one of the core systems of this faction is basically filled with asteroids and ship wrecks - one gigantic asteroid field. What is "Construct Mining Station" detecting? 4 belts...
One random system where I detected 8 belts was with three gas giants with tiny belts around them and 5 tiny fields.

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)
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.1)
Post by: Doxs Roxs on January 27, 2022, 03:22:52 AM
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.
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?
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.1)
Post by: Revanite on January 27, 2022, 06:15:32 AM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.1)
Post by: lyravega on January 27, 2022, 09:56:57 AM
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.
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?
They're added as an ability. 'Turn' the ability 'page', and assign the empty slots with these station-construction abilities.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.1)
Post by: Doxs Roxs on January 27, 2022, 10:52:00 AM
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.
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?
They're added as an ability. 'Turn' the ability 'page', and assign the empty slots with these station-construction abilities.
Thank you, I just found them. I have literally been looking for how to build them for at least two days now  ;D
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.1)
Post by: boggled on January 27, 2022, 04:26:11 PM
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.

When you update from a pre-8.0.0 version of this mod, you need to delete the entire mod folder, then paste in the new one. If you don't do this, you get that error.

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)

There's a lot to talk about here and it may be appropriate to adjust some of the values. However, with my current values I think each planet type has good reasons to select it over another for the given temperature class. For example, if you want to mine organics, Terran is superior to Tundra and Arid.

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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.1)
Post by: Iannar on January 27, 2022, 09:17:59 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.1)
Post by: vaarelsauce on January 28, 2022, 12:56:57 AM
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!
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.1)
Post by: ArkaneKannon on January 28, 2022, 11:56:26 AM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.1)
Post by: boggled on January 28, 2022, 02:46:19 PM
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!

I'll try to issue a patch this weekend to fix this. Thanks for the report and sorry for the inconvenience!

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.


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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.1)
Post by: Iannar on January 28, 2022, 03:53:29 PM

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.
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.
If you are worried about frustration from lack of points than let's combine it with ArkaneKannon idea and let terraforming buildings: genlab, atmospheric processor, terraforming platform add points. Ba! It could be the only way to add them. If you're running off buildings that add points, make terraforming platform upgradable - pay to terraform rule.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.1)
Post by: boggled on January 28, 2022, 05:07:15 PM
we players don't always like simple and plastic things.

I strongly disagree with this. I think very few people are willing to read a wall of text on a tooltip, and will simply not engage with the content if they don't understand how it works.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.1)
Post by: Yunru on January 28, 2022, 07:24:52 PM
I'm perfectly willing to read walls of text (most of the time), and I still don't like the proposed ideas.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.1)
Post by: Iannar on January 28, 2022, 10:21:28 PM
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...
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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.1)
Post by: Yunru on January 29, 2022, 12:46:43 AM
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?
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.1)
Post by: Iannar on January 29, 2022, 03:17:15 AM
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?
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.1)
Post by: Yunru on January 29, 2022, 04:07:39 AM
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?
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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.1)
Post by: Uhlang on January 29, 2022, 04:32:28 AM
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.
There's also the planet type and structure limitations. It's not like this mod allows you to turn your gas giants into wellsprings of organics.

Honestly, if there has to be a change, I think it should be within the boundaries of the type/structure-based skeleton of the mod as it is now. I myself feel like certain options are a bit too accessible, but overhauling it to incorporate points like in ~6.0 seems like a bit much. There should just be an extra barrier or two.
Farmland improvement could be barred behind Genelabs, while Organics/Volatiles improvement should maybe require a new "Resource Pressurizer" structure. That kind of thing.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.1)
Post by: ArkaneKannon on January 29, 2022, 04:45:17 AM

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.

That sounds cool, like I was talking about in the other post- you could also have the ETUEC Or terraform mcguffin come back you be slotted into a gene lab which, with out it can't change world types but could still permanently remove negative debuffs. It would encourage exploration and make every world you do terraform that much more special like you want. DIY Terraforming is kind of similar and requires a vast array of domain era loot to get a specific job done.  It think it goes a little too hard on artefacts but there is appeal to the idea. Though leaning too hard into that would make the both of them feel very samey. Though you still have station construction and what not, not to mention domain components. 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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.1)
Post by: Iannar on January 29, 2022, 04:53:18 AM
...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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.1)
Post by: Hushed on January 30, 2022, 07:07:54 AM
I love terraforming in games.  I have since I played MOO2 and Stars!  I'm currently dragging my feet on starting new StarSector playthroughs while I wait for updated terraforming mods.

Gameplay-wise I prefer terraforming that doesn't focus on everything aspiring to perfect Gaia worlds so much as terraforming that shapes and reflects being perfect to the industries that the location specializes in.  Water worlds are amazing for bio industries, asteroid belts are great for mining, and lagrange points (or stable locations) might be perfect for something like shipyards or research.

I like how vanilla boosts colonies with rare items.  I like the idea of colonies being barely a blip while terraforming is ongoing- crashing a water comet into a planet sounds like something detrimental to pre-existing infrastructure.  I like terraforming being a long term investment, and I like the idea of factions wanting to buy or steal that investment.

I prefer more interactivity with terraforming to less.  I like consequences to choices (can a colony assert it's independence or adopt a faction?  what happened to that decivilized population?).

Basically terraforming in games is my jam.  I totally get it if there's a desire to focus on practical 'quality of life' changes to various playstyles.  I just wanted to throw in there that you have my full throated support if you want to make terraforming itself the playstyle :)

Cheers,
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.1)
Post by: Farya on January 30, 2022, 07:42:03 AM
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?
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.1)
Post by: boggled on January 30, 2022, 10:29:55 AM
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?

I'm glad you like the new system! The limitations are loosely based on vanilla, but don't line up exactly.

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.

Thank you, I'm glad you're enjoying the mod! The EUTECK has always had serious problems, but I'm hopeful it will make a return at some point.

terraforming that shapes and reflects being perfect to the industries that the location specializes in

This is what I was aiming for with the current system. Frozen worlds can use the Kletka Simulator best, Jungle and Arid are best for farming, stations are best for heavy industry, etc.

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 don't want to modify the default Population and Infrastructure building, otherwise I would do this.

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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.1)
Post by: Droll on January 30, 2022, 12:54:00 PM
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.

I'm sure maintenance would be a significant factor for the use of metals. After all that's part of why maintenance of such a facility would cost money.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: vaarelsauce on January 30, 2022, 07:40:18 PM
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).

Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: boggled on January 31, 2022, 02:28:33 PM
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).

In vanilla, (most) stations are linked to the market they orbit. The stations you can build with my mod have their own unique market.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: Negative Ramos on January 31, 2022, 05:20:58 PM
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?
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: boggled on January 31, 2022, 05:23:27 PM
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?

Yes, that content was removed due to changes made in the vanilla game. I'm sure you'll discover what I mean once you complete the main questline...
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: liliyn on January 31, 2022, 06:19:20 PM
Sorry if you already answered this, but is this mod compatible with existing saved games?
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: Emperor Meow on February 01, 2022, 01:26:08 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: boggled on February 01, 2022, 02:25:52 PM
Sorry if you already answered this, but is this mod compatible with existing saved games?

Yes. It can't be removed from a save in progress though.

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.


What version of the mod are you using? I thought I fixed that bug in 8.0.2!
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: vaarelsauce on February 02, 2022, 11:04:46 AM
Is 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

Volturnian Lobster Pens

Genelab

Mesozoic Park

Domed Cities

Stellar Reflector Array

Massive Solar Collectors

Medical Center

Roider Dives

Ismara's Sling/Asteroid Processing

Planet Cracker

Planetary Agrav Field

Magnetoshield

Terraforming options

Additional Feature ideas

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!
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: boggled on February 02, 2022, 02:28:34 PM
Spoiler
Is 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!

That's a lot of ideas, and some of the content you referenced is actually from other mods!

I do plan to add a Rapture-style Water world variant of Domed Cities.

I don't think having unique flavor text for each type of Mesozoic Park would be all that compelling - players can see what type of dinosaur is there on the building image, and my writing isn't good enough that players would be interested in reading about descriptions of dinosaurs.

I'm not inclined to add AI core bonuses or improvement bonuses to the terraforming buildings that currently lack them. It will add a bunch of clutter to the tooltips and I haven't been able to come up with interesting effects that would be intuitive and worth the added complexity.

I may do something with a Cryorevival-type building in the future, but so far I don't have any ideas worth adding.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: Drunkenslav on February 03, 2022, 02:55:03 AM
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
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: boggled on February 03, 2022, 02:28:38 PM
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

Stellar Reflectors are for terraforming purposes. Why did the Luddic Path attack Mairaath? Is it because they're opposed to terraforming in general or for other reasons?
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: mstachife on February 03, 2022, 09:56:03 PM
Suggestion : make the defensive malus from domed cities equal to the bonus provided by planetary shields, so they balance each other out of sorts.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: boggled on February 04, 2022, 06:08:23 AM
Suggestion : make the defensive malus from domed cities equal to the bonus provided by planetary shields, so they balance each other out of sorts.

I want the defense malus from Domed Cities to be a real drawback that can't be easily mitigated. This makes decisions regarding what to build on a colony more complex and interesting, instead of creating a single "optimal" configuration.

Allowing Planetary Shields to counteract the defense malus would not be in line with that goal.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: Dal on February 06, 2022, 06:22:53 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: boggled on February 06, 2022, 06:34:00 PM
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.

Kletka means "cage" or "cell" in Russian. The Kletka Simulator is a reference to the ending of the game Prey (which I don't want to spoil in this thread).
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: BeauZoe on February 06, 2022, 08:08:59 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: boggled on February 07, 2022, 02:26:50 PM
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.

No, this mod doesn't allow for adding stable locations. I don't think that would be a good feature addition because:

1. It doesn't make sense lore-wise that stable locations can be "created" - I think they're a natural feature of the system.
2. It will create an "optimal" configuration where the player simply builds all the stable location structures and doesn't have to make any real decisions.

Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: AcaMetis on February 07, 2022, 02:55:33 PM
Unless it was changed being able to add stable locations to a system is a vanilla mechanic, if you interact with a system's (primary?) star it'll give you that option. That said it is expensive to create a stable location where there isn't one, even more expensive to create a second and impossible to create a third. The text also says that the artificial stable location isn't going to last as long as a natural one, but it'll last long enough that for the player character that's an academic difference anyway.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: ASSIMKO on February 12, 2022, 03:07:13 PM
Where and what to disable for better compatibility with
DIY Planets ?

Onde e o que desabilitar para melhor compatibilidade com
DIY Planets?














Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: boggled on February 12, 2022, 03:27:21 PM
Where and what to disable for better compatibility with
DIY Planets ?

Completely disable terraforming using the settings file.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: Yunru on February 12, 2022, 04:41:47 PM
Completely disable DIY be removing it from your modlist.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: hughesdylan on February 13, 2022, 11:04:00 AM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: boggled on February 13, 2022, 12:09:39 PM
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.

No, there is no way to terraform volcanic planets in the latest version. Sorry!
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: gentulf on February 13, 2022, 01:50:13 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: boggled on February 13, 2022, 04:22:46 PM
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.

Domed Cities work well with Mesozoic Park, and they also counteract the hazard from no atmosphere if you're using special items that require it. The "no atmosphere" special items are a reason not to terraform every single colony you acquire.

I'm considering adding the Terraforming Platform back in and making it a requirement for some of the "too easy" projects.

Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: Farya on February 13, 2022, 09:58:52 PM
Domed Cities also negate some new conditions from Unknown Skies: Dust Storms, Parasitic Spores etc. Those could be much more serious than just high hazard, so using domes could be very beneficial here, both as a permanent or temporary solutions to avoid your colony from collapsing in chaos at early stages when defence structures are not yet completed.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: SpartanXZero on February 14, 2022, 01:57:19 AM
Hello, I was redirected here. :)

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.

Or perhaps a way to add that in as an optional setting in the config?
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: boggled on February 14, 2022, 02:32:22 PM
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.

Stable location structures build instantly in vanilla. I'm not going to modify that.

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.

It's true that the instant build time for gates is unrealistic, but I don't have a good sprite for a gate that's under construction so I can't implement a build time. Perhaps I could require that the player have a colony in-system in order to build one - that would seem to address the problem of using them as disposable jump points to offload salvage in the core worlds.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: Carkidd on February 14, 2022, 03:39:08 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: boggled on February 14, 2022, 04:30:40 PM
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.

This is an interesting idea, but I don't have a sprite for a gate hauler either! Also, adding a custom ship purely for gate construction would introduce issues where it's constantly appearing for sale in markets, or the blueprints are dropping as loot, even though the player only needs a couple of them per playthrough.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: Carkidd on February 14, 2022, 05:11:55 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: SpartanXZero on February 14, 2022, 10:29:48 PM
Thank you Boggled for the replies. An thank you for relaying the issues that would make the task difficult an problematic to put forward.

The idea of a specific construction ship for gate building is a neat idea as well and also understand issues with it becoming a regular guest appearance in used ship lots an salvage BP finds. I think that trade off isn't worth the effort, unless those two components can be eliminated or regulated into sheer microscopic fractional chances of it showing up as BP/ship sales, like 1 in 1 trillion.

I think based on what you've put forward in detail around the subject the player held colony in system requirement would probably be the best fix. At least a temporary one until perhaps further down the road it could be tackled an put forward in some manner with the idea I proposed.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: bragonfly1 on February 15, 2022, 03:25:18 AM
Hey boggled, just wanted to say thank you for the great mod and all the work you've put into it!
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: boggled on February 15, 2022, 02:52:49 PM
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.

This might be possible, although it would be pretty convoluted to make it work and look good. It also introduces lore and player expectation problems regarding why other stable location structures, stations or cryosleepers couldn't be moved.

Hey boggled, just wanted to say thank you for the great mod and all the work you've put into it!

You're welcome! I'm glad you're enjoying the mod!
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: SpartanXZero on February 16, 2022, 08:07:58 PM
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?
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: Farya on February 17, 2022, 01:04:30 AM
Cryosleepers could not be moved... because they are too badly damaged to be safely tugged? These are loaded with frozen people and any damage during transportation would quickly doom them. There is a good reason to require a whole special structure to properly revive these ancient colonists.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: boggled on February 17, 2022, 02:29:21 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: BrotherBiscuit on February 18, 2022, 02:05:55 AM
Ismara Sling isn't buildable on an Ice Giant. Is this intended behavior given that Ice giants are... well... giant balls of ice?
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: dgchessman2 on February 18, 2022, 02:24:56 AM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: Uhlang on February 18, 2022, 01:30:18 PM
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).
They don't actually have that much of the generic water-ice.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: boggled on February 18, 2022, 02:32:18 PM
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.

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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: rhinolt on February 22, 2022, 04:39:29 AM
well,how to build those stations?i just cant find a menu\button responding.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: boggled on February 22, 2022, 02:33:00 PM
well,how to build those stations?i just cant find a menu\button responding.

Add the ability to your ability bar.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: SpartanXZero on February 22, 2022, 06:18:49 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: rhinolt on February 22, 2022, 07:44:51 PM
oh,well,where to add that ability then? :o
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: rhinolt on February 22, 2022, 08:24:10 PM
ah,got it,tkx
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: nuker1110 on February 28, 2022, 09:54:49 PM
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?
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: boggled on March 01, 2022, 02:23:45 PM
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?

No, this isn't possible. It makes sense from a lore standpoint but I think it would be a net negative for gameplay due to added complexity.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: Hexxod on March 02, 2022, 08:20:13 PM
Do Kletka Sims keep producing cores if the colony is granted autonomy?
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: boggled on March 03, 2022, 02:23:52 PM
Do Kletka Sims keep producing cores if the colony is granted autonomy?

I've never tested this, but I think it would still produce them. Let me know what happens!
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: bodeshmoun on March 04, 2022, 12:58:08 AM
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 ?
Spoiler
Extract 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 :
Code
    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;
    }
[close]
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 ?

(Double posted in Dassault-Mikoyan Engineering and Terraforming and Station Construction threads)
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: boggled on March 04, 2022, 03:02:54 PM
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 ?
Spoiler
Extract 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 :
Code
    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;
    }
[close]
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 ?

(Double posted in Dassault-Mikoyan Engineering and Terraforming and Station Construction threads)

Yes, those stations are not recolonizable because they lack a market. If you add a neutral market to them (with the abandoned station condition) using console commands that should enable recolonization.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: bodeshmoun on March 05, 2022, 03:51:32 AM
Thanks, I just have to understand how to do it ... Done !  ;D

For info, if other are interested
Spoiler
To be launched with Console command  (https://fractalsoftworks.com/forum/index.php?topic=4106.0)
Code
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"))
[close]
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: BeingEvil666 on March 08, 2022, 03:15:12 AM
hey is this mod compatible with industrial evolution mod ?
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: boggled on March 08, 2022, 02:19:33 PM
hey is this mod compatible with industrial evolution mod ?

Yes!
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: Piranhabunny on March 10, 2022, 11:01:56 AM
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
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: boggled on March 10, 2022, 02:25:58 PM
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

I'm glad you're enjoying the mod!

I don't want to implement that feature because of potential compatibility issues if there's a change in Nex. Also, I try to avoid altering/manipulating content from other mods because the author of that mod might view my changes negatively.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: Yunru on March 10, 2022, 05:04:56 PM
If I Deciv a station, will it have ruins if I recolonise it?
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: boggled on March 11, 2022, 02:17:04 PM
If I Deciv a station, will it have ruins if I recolonise it?

I've never tested this, but I expect the answer is no.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: SpaceDrake on March 11, 2022, 03:27:18 PM
I've tried it. It will not. Each re-colonized station is a tabula rasa.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: Kawaii Douchebag on March 16, 2022, 07:38:27 AM
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.

Code
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
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: boggled on March 16, 2022, 02:48:12 PM
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.

Code
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


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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: Kawaii Douchebag on March 16, 2022, 02:53:19 PM
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.

Code
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


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.

... I'm an idiot, thank you.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: EvilWaffleThing on March 19, 2022, 10:46:09 PM
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?
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: boggled on March 20, 2022, 06:50:33 AM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: EvilWaffleThing on March 20, 2022, 03:29:50 PM
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?
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: boggled on March 20, 2022, 03:34:46 PM
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?

You'll have to write one. bodeshmoun posted a script earlier in this thread that you might be able to repurpose.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: BladedQueen on April 04, 2022, 06:05:37 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: boggled on April 05, 2022, 06:07:13 AM
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?
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: Bulletkin on April 05, 2022, 09:30:46 AM
If I colonize an abandoned station within a faction's territory, will they still send punitive expeditions and satbomb it?
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: boggled on April 05, 2022, 09:48:06 AM
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!
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: BladedQueen on April 06, 2022, 10:50:02 PM
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?

I did some looking around at core world descriptions and some use stellar mirrors, like Eventide. Mairaath also had "awesome orbital station-cities", which sounds like it may have prompted the attack as much if not more than the terraforming. The bonus is strong - +2 farming and potential 25% better habitability by disabling cold/hot, so +6 for balance is fair. That lets a non-industrialized colony barely get away with the reflector array and avoid Pather cells. Alternatively, maybe +3 and double upkeep from 6k base credits to 12k, which I would personally favor.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: Hague on April 07, 2022, 06:03:53 PM
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!

Oh, it absolutely does send saturation bombing missions. Fortunately you can avert satbombing with SP or by taking a relationship hit as a friendly.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: TalRaziid on April 22, 2022, 02:27:14 PM
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
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: boggled on April 22, 2022, 02:39:06 PM
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

No, you can leave those buildings enabled and it should still be compatible with DIY Planets. The main thing to disable (or simply not use) is the projects to change the planet type and planet conditions.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: Floorbo on April 22, 2022, 11:21:50 PM
plz when is the new update this is my fav mod i want to make my own sun a power source
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: Yunru on April 23, 2022, 12:53:30 AM
... Why does it need updating? (As opposed to being nice to have.)
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: Uhlang on April 23, 2022, 03:08:01 AM
... Why does it need updating? (As opposed to being nice to have.)
Quote from: Boggled
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.

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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: boggled on April 23, 2022, 07:17:08 AM
... Why does it need updating? (As opposed to being nice to have.)
Quote from: Boggled
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.

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!
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: Floorbo on April 23, 2022, 10:08:39 AM
no problem love the mod
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: Uhlang on April 23, 2022, 10:11:48 AM
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!

This isn't paid work and there's no deadline. Take your time.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: Thyrork on April 27, 2022, 03:15:15 AM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: boggled on April 27, 2022, 02:16:26 PM
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.

I'm against implementing this because I want the player to have to make trade offs and have tough decisions when terraforming. If I allow removal of volatiles, it will contribute to there being one "ideal" or best planet configuration, which creates boring gameplay.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: Farya on April 27, 2022, 02:34:13 PM
Giving more options for less "optimal" planet types might be a better way to do that. Like currently barren planets are doing extremely well as industrual centers with Domed Cities build. Thought I still miss old arcology planets. Maybe there could be an unique domed cities variant for barren planets or terraforming project for them which would give same hazard reduction effect but with different penalty? Instead of defense issues your colonists now have to deal with living in a very cramped quarters reducing grow speed/putting a hard cap on colony size/making it easier for pathers and criminals to take shelter there.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: SoSD on May 11, 2022, 06:28:03 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: boggled on May 12, 2022, 02:33:29 PM
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.

Is that planet from a mod other than TASC? If so, I may need to add support for it before the existing reflectors will be recognized.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: SoSD on May 12, 2022, 08:03:28 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: Garessta on May 13, 2022, 02:41:23 AM
A QoL suggestion on interaction between this mod and Industrial Evolution
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!)
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: Yunru on May 13, 2022, 06:16:03 AM
A QoL suggestion on interaction between this mod and Industrial Evolution
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!)
You can do that already via Courier Port.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: Garessta on May 13, 2022, 07:52:57 AM
Oh, that sounds cool! I didn't know it could do that so I never even built it XD
Should try!
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: boggled on May 13, 2022, 10:02:13 AM
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.

Hmm, I'm not sure why that planet didn't get the Stellar Reflector Array building placed on it automatically when you colonized it.

Do you have boggledStellarReflectorArrayMarketAutoPlacementEnabled set to false in the settings file? Does the planet have the Stellar Reflector condition that gives +2 to farming?
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: SoSD on May 13, 2022, 05:02:32 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: boggled on May 13, 2022, 05:36:42 PM
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.

With default settings, the Solar Array condition and Stellar Reflector Array building are linked - a planet cannot have one and not the other.

I'll make a change in the next patch so that the terraforming logic looks for the condition instead of the building, that way planets like the one you have can be terraformed without constructing the Stellar Reflector Array building first.
Title: Re: [0.95a] Terraforming and Station Construction (v8.0.2)
Post by: SoSD on May 13, 2022, 05:39:47 PM
Awesome, thanks!  8)
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.0)
Post by: 1stStrikeRecon on May 15, 2022, 10:13:37 AM
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?
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.0)
Post by: boggled on May 15, 2022, 10:32:15 AM
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!
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.0)
Post by: 1stStrikeRecon on May 15, 2022, 10:35:22 AM
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!

No worries, thanks for the mod and prompt response!
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.0)
Post by: S7 on May 15, 2022, 02:21:06 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.0)
Post by: boggled on May 15, 2022, 03:25:51 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.0)
Post by: S7 on May 15, 2022, 04:07:44 PM
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.

Alrighty, thanks for the reply!
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.0)
Post by: Kuroe on May 15, 2022, 05:39:49 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.0)
Post by: Whisena on May 16, 2022, 01:17:47 AM
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!
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.0)
Post by: boggled on May 16, 2022, 02:30:18 PM
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?
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.0)
Post by: Whisena on May 16, 2022, 11:23:40 PM
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?

My main problem is that I am playing Nexerelin and it usually takes me about a day or two starting from a new playthrough to get a size 5 colony unless I am playing in Starfarer mode. But once the player reaches the end game threshhold (for me that takes about two days and my average length of a playthrough is about a week until I became bored, dominate everything in-game, and have to start a new playthrough), resources just isn't a problem anymore and one can just craft as many special items as they want with the current requirement. I enjoy the game for its exploration aspect, finding rare ships and special items, so having the ability to craft any special item you want as long as you save up the resources takes away a huge part of the incentive to do the explorations, that is why I proposed the reverse engineer idea, so it makes me feel like I earned the right to craft the special items through exploration, and not just save up the resource with the option on the table right from the beginning. I am also using the "beyond the sector" mod and I believe many people might be as well, so the chances of coming across every special item is a matter of time even if one doesn't find certain items from the original spawning universe. But, I do think adding two-story points requirements are good ideas well, since it is one of the more valuable resources in the game. Thanks!
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.0)
Post by: VivaLozTioz on May 18, 2022, 01:15:28 PM
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 :)
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.0)
Post by: boggled on May 18, 2022, 02:20:19 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.0)
Post by: VivaLozTioz on May 18, 2022, 02:29:20 PM
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.

Would you mind telling me how? i've enabled the 'skip story' function in nexerelin, maybe thats the issue? Because i don't see the old option tbh
Edit: Just saw the hint with the settings, it's now working, thanks :D
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.0)
Post by: tinchek on May 19, 2022, 09:14:42 AM
Can NPC's use gates you build?
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.0)
Post by: Droll on May 19, 2022, 02:43:30 PM
Can NPC's use gates you build?

No, wouldn't make sense with Starsectors current main story
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.0)
Post by: tinchek on May 21, 2022, 02:47:48 AM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.0)
Post by: boggled on May 21, 2022, 06:40:33 AM
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.

My mod doesn't add gates - it merely allows the player to construct vanilla gates. I think implementing NPC usage of gates is best left to vanilla (or a different mod).
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.0)
Post by: AERO on May 21, 2022, 08:22:43 AM
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?
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.0)
Post by: boggled on May 21, 2022, 10:58:44 AM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.0)
Post by: Noobishnoob on May 21, 2022, 11:55:25 AM
Anyway to make it so that trying to craft from an Astropoli wouldnt just show nullpointerexceptions?
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.0)
Post by: AERO on May 21, 2022, 01:57:40 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.0)
Post by: boggled on May 22, 2022, 09:08:53 AM
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!
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.1)
Post by: Juroguy on May 22, 2022, 03:01:43 PM
Does disabling the Terraforming also diasble the dome cities? they seem useful.
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.1)
Post by: boggled on May 22, 2022, 03:38:12 PM
Does disabling the Terraforming also diasble the dome cities? they seem useful.

Yes, disabling terraforming will disable Domed Cities.
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.1)
Post by: Jake_Shynxu on May 22, 2022, 06:42:01 PM
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?
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.0)
Post by: Noobishnoob on May 22, 2022, 09:28:56 PM
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!

and here I was prepping a planet for pollution thinking it was meant to be XD, but thanks for the quick fix
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.1)
Post by: boggled on May 23, 2022, 02:20:42 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.1)
Post by: TheHZDev on May 24, 2022, 06:19:33 AM
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?
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.1)
Post by: boggled on May 24, 2022, 02:24:15 PM
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!
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.1)
Post by: TheHZDev on May 24, 2022, 09:55:50 PM
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!

I have posted your translated mod with author infomation in https://www.fossic.org/forum.php?mod=viewthread&tid=5189 .
Thank you very much!
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.1)
Post by: Ramiel on May 25, 2022, 02:28:38 PM
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....
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.1)
Post by: boggled on May 25, 2022, 03:35:22 PM
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....

Use the settings file to disable terraforming. Then you can use DIY Planets without any conflict.
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.1)
Post by: Ramiel on May 25, 2022, 03:47:20 PM
Setting.json? and then just replace true with false?
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.1)
Post by: Turnus on May 25, 2022, 04:21:18 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.1)
Post by: boggled on May 25, 2022, 04:46:44 PM
Setting.json? and then just replace true with false?

Yes.

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.

You have to enable the Cloning industry using the settings file.
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.1)
Post by: Conrad on May 25, 2022, 05:08:09 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.1)
Post by: Jake_Shynxu on May 25, 2022, 08:49:57 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.1)
Post by: Aran1 on May 25, 2022, 08:57:27 PM
will the domain crafting work with xlu's battle yards or only with orbital works?
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.1)
Post by: Drazan on May 26, 2022, 07:01:02 AM
Can i craft industrial evolution items using the domain era artifacts?
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.1)
Post by: boggled on May 26, 2022, 04:29:05 PM
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.

Add the respective abilities to your ability bar.

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.

That's an interesting idea. Unfortunately it would take a (surprisingly) large amount of work to switch to that system because of the lights overlay on the astropolis sprites, and I'm not sure it would be best use of my development time.

will the domain crafting work with xlu's battle yards or only with orbital works?

Only the vanilla orbital works.

Can i craft industrial evolution items using the domain era artifacts?

No, only vanilla special items. As I indicated previously earlier in the thread, I don't want to allow creation of special items from other mods because if the other mod updates/changes those items, it would cause a crash until I updated my mod.
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.1)
Post by: TalkIsCheap on May 27, 2022, 05:03:15 AM
Hi sorry if this question has already been asked, is there any way to colonise the Abandoned Spacedock near Chalcedon?

Is there anyway I can edit the settings to enable me to colonise it?

Thanks
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.1)
Post by: Farya on May 27, 2022, 08:09:04 AM
Hi sorry if this question has already been asked, is there any way to colonise the Abandoned Spacedock near Chalcedon?

Is there anyway I can edit the settings to enable me to colonise it?

Thanks
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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.1)
Post by: boggled on May 27, 2022, 02:05:07 PM
Hi sorry if this question has already been asked, is there any way to colonise the Abandoned Spacedock near Chalcedon?

Is there anyway I can edit the settings to enable me to colonise it?

Thanks
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.

The primary reason a station needs to have a market is to prevent the player from colonizing stations that can be salvaged from and stations that play a role in the main questline or have a unique description. I think the Chalcedon spacedock falls into the latter category.
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.1)
Post by: Aran1 on May 29, 2022, 11:11:56 PM
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?"
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.1)
Post by: TheHZDev on May 30, 2022, 04:24:37 AM
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?
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.1)
Post by: boggled on May 30, 2022, 09:01:57 AM
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?"

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?

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?

Yes, that's a bug. Thanks for letting me know - I'll fix it in the next patch!
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.1)
Post by: Aran1 on May 30, 2022, 10:36:22 AM


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.

[attachment deleted by admin]
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.1)
Post by: Starkiller Actual on May 30, 2022, 03:18:40 PM
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?
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.1)
Post by: boggled on May 30, 2022, 03:48:44 PM


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.

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?

There are several types of stations which count as being a siphon station for purposes of determining whether one already exists. I'll check if the ones from the mod you mentioned are being counted and fix it if necessary. Thanks for letting me know about this!

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?

To satisfy the large amount of water requirement, you need to have a water or frozen planet with Ismara's Sling in the system, or a station with the Asteroid Processing building in the system.
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.1)
Post by: Aran1 on May 30, 2022, 05:20:17 PM

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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.1)
Post by: boggled on May 31, 2022, 05:54:16 AM

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.

Ok, I'll take a look at that mod too. Thanks!
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.1)
Post by: Helixien on May 31, 2022, 12:08:26 PM
Not sure this has been asked before, but can we get underground cities for plents with extreme heat or extreme cold? Similar to Sindria?
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.1)
Post by: boggled on May 31, 2022, 12:22:43 PM
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 believe Sindria still has the extreme heat malus on it, even though the flavor text says the cities are underground. Besides, underground cities wouldn't necessary mitigate extreme heat - economic activity on/near the surface would still be impacted.
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.1)
Post by: Helldiver on May 31, 2022, 07:15:43 PM
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!
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.1)
Post by: boggled on June 01, 2022, 06:21:42 AM
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?
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.1)
Post by: Helldiver on June 01, 2022, 04:32:30 PM
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).
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.1)
Post by: boggled on June 01, 2022, 04:53:22 PM
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).

I deliberately excluded the non-default options from the features guide because most players will never use them, and I wanted to keep the features guide short to increase readability.

I haven't tested it myself, but other players indicated that building stations in occupied systems will result in a saturation bombing fleet being dispatched.

I know the popup is a problem with delayed construction, but if the player doesn't interact with the colony soon after construction finishes, a bug will occur where the population size increases rapidly. I'll see if this still happens in the latest version of Starsector and change this in the next patch if possible.
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.1)
Post by: Helldiver on June 01, 2022, 05:01:13 PM
Thanks for the quick answers.
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.1)
Post by: DrTechman42 on June 09, 2022, 09:01:14 AM
Hello, I have a crash situation here.
Here is the log
Spoiler
5357033 [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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.1)
Post by: boggled on June 09, 2022, 09:03:41 AM
Hello, I have a crash situation here.
Here is the log
Spoiler
5357033 [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.

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!
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.1)
Post by: DrTechman42 on June 09, 2022, 09:12:03 AM


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.
Edit: the only thing that I've done to the system is that I've teleported New Mezan here via IndEvo. But I've previously done it and did not encounter a crash.

[attachment deleted by admin]
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.1)
Post by: boggled on June 09, 2022, 09:12:50 AM


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.

I'll look into this. Thanks for letting me know about it!
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.1)
Post by: Aran1 on June 09, 2022, 03:31:39 PM
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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.1)
Post by: boggled on June 09, 2022, 04:04:22 PM
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.

Using TASC and DIY planets together (without first disabling terraforming features in TASC) is not supported. You should expect to encounter bugs.

Planet Cracker and Ouyang Optimizer permanently change the effected planet, and will work even if the planet has a colony on it. 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.
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.1)
Post by: Aran1 on June 09, 2022, 04:39:53 PM
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
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.1)
Post by: boggled on June 10, 2022, 08:56:24 AM
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

I just did a test and it appears the Ouyang Optimizer and Planet Cracker set the correct production values for the Mining industry on planets with a colony. There is no "double production" of resources. If you can post screenshots of the bug occurring on the latest patch of vanilla and TASC I'll take another look, but I think it's fixed (at least with TASC content).
Title: Re: [0.95a] Terraforming and Station Construction (v8.1.1)
Post by: artanis57 on June 11, 2022, 09:09:48 AM
Sorry if this has been asked before but is this mod compatible with the 0.95.1a version of the game?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.1)
Post by: boggled on June 11, 2022, 11:04:35 AM
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!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.1)
Post by: AERO on June 11, 2022, 07:23:51 PM
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?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.1)
Post by: artanis57 on June 12, 2022, 12:58:27 AM
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!

Thanks for the answer!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.1)
Post by: boggled on June 12, 2022, 05:20:40 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.1)
Post by: AERO on June 12, 2022, 09:31:06 AM
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.

That would be the issue. :)
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.2)
Post by: Whisena on June 13, 2022, 01:58:51 PM
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)
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: boggled on June 13, 2022, 02:58:48 PM
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!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: S7 on June 13, 2022, 03:17:04 PM
Just tested out 8.1.2 with terraforming off (DIY compatibility) with an old save and it seems to be running fine.

Ancyra and Fikenhild have their unique structures with Domain-era Artifacts consumption.
Nomios Cryosanctum also has the Domain-era Artifacts consumption,
though the Cryosanctum on Sivie in Diable Avionics doesn't have Domain-era Artifact consumption.

Volturn also has the genelab and nothing seems to be wrong on the surface with DIY on.
Might try to gain ownership of Volturn and see if there's some problems.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: boggled on June 13, 2022, 04:18:15 PM
though the Cryosanctum on Sivie in Diable Avionics doesn't have Domain-era Artifact consumption.

Hmm, I didn't account for the possibility that mods might add new planets with a Cryosanctum. I'll try to make a change in the next patch to modify all of them to require Domain-era artifacts, not just the one on Nomios. Thanks for the information!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: Whisena on June 13, 2022, 04:27:02 PM
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!

It is fixed, my old save works too. Thanks!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: exelsiar on June 13, 2022, 09:10:56 PM
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:

Code
Fatal: org.json.JSONException:
JSONObject["boggledLimeLightNetworkPlayerBuildEnabled"] not found.

From the log file:

Spoiler
16661718 [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
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: boggled on June 14, 2022, 06:25:33 AM
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:

Code
Fatal: org.json.JSONException:
JSONObject["boggledLimeLightNetworkPlayerBuildEnabled"] not found.

From the log file:

Spoiler
16661718 [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]

This crash is happening because your settings file has a misspelled key in it - did you make any changes to your settings file? To fix the issue, delete your TASC mod folder and redownload it.

Side question, is it possible to terraform a volcanic planet? From what I was seeing in game, it appears no? :s

No, volcanic planets cannot be terraformed using this mod.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: exelsiar on June 14, 2022, 11:51:47 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: boggled on June 14, 2022, 12:01:04 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: speeder on June 14, 2022, 12:48:22 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: exelsiar on June 15, 2022, 07:02:49 AM
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.


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?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: boggled on June 15, 2022, 08:23:01 AM
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.

I'm sure I could come up with some lore explanation to allow terraforming of volcanic planets (and gas giants) if I wanted it to be possible for gameplay reasons. But I think the gameplay is actually better if they can't be terraformed, so I'll just go with the more realistic option and disallow it.

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.

Yeah, I'm pretty much in agreement with this.

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?

Have you noticed the Planetary Agrav Field building? That will suppress high and low gravity - you just have to enable it in the settings file.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: exelsiar on June 15, 2022, 02:37:04 PM
Shame about the volcanic but fair enough :)

-smacks head on desk-
I've definitely seen that several times, and have indeed enabled it and all other buildings in the settings. I seem to lack object permanence, ahh but then again I'm not overly surprised, my memory has been getting worse and worse.

Keep up the wonderful work dude ^_^
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: boggled on June 15, 2022, 02:43:34 PM
Keep up the wonderful work dude ^_^

Thanks, I'm glad you're enjoying the mod (despite the lack of volcanic terraforming)!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: Princess_of_Evil on June 16, 2022, 12:29:09 AM
Will there ever be a way to get water in systems without a water source? A slow and inefficient nebula condenser, maybe?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: Serenitis on June 16, 2022, 01:22:04 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: exelsiar on June 16, 2022, 02:52:44 AM
@boggled Hey I'm back with more idea's/issues.

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.


Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: Princess_of_Evil on June 16, 2022, 03:21:22 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: Serenitis on June 16, 2022, 06:04:23 AM
Oh, you can build it without actually needing any asteroids in the system? That's good.
It's a failsafe (of sorts).
More expensive than Ismara's Sling, but more flexible and always available.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: boggled on June 16, 2022, 06:31:29 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: exelsiar on June 16, 2022, 07:30:40 AM

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.

For the toxic, weather and defence fair enough.

For the organics and lobster, I forgot I hadn't actually changed it to a water world yet, I just named it Water World, after the movie, naturally it's got extreme cold, yeah my system looked so nice when I picked it.. near the core, good ores/volatiles, which fitted my miner run to a T. Alas I ignored all the conditions. -sigh- Still, it's been an interesting learnin experience.

As for editing the mod, that's a tad out of my area of expertise.
My main aim from all this was just handing out ideas/suggestions, and attempting to point out bugs, though the bugs turned out to be user error.

I do have one last suggestion, perhaps allow AI cores on the buildings for the demand and upkeep bonus's?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: boggled on June 16, 2022, 07:41:11 AM
I do have one last suggestion, perhaps allow AI cores on the buildings for the demand and upkeep bonus's?

I previously allowed this, but some of the buildings have no demand, or only demand DAE (which some players have disabled), so I had to come up with custom AI core bonuses that will be applicable even if there's no demand. Reading/understanding the custom bonuses added a lot of complexity and didn't really improve gameplay, so I just disabled slotting AI cores.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: artanis57 on June 16, 2022, 11:07:05 AM
Question, what planets are elligible for terraforming?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: boggled on June 16, 2022, 11:25:50 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: artanis57 on June 16, 2022, 11:27:37 AM
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 quick answer, love the mod!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: Kuroe on June 17, 2022, 06:25:48 PM
Thanks for the QoL change!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: boggled on June 18, 2022, 09:53:53 AM
Thanks for the QoL change!

No problem. Thanks for the suggestion!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: SyberSmoke on June 19, 2022, 10:55:48 AM
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?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: boggled on June 19, 2022, 11:02:35 AM
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?

Stations work just like a regular colony, and have access to most of the same industries/buildings.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: wvmmhxkh on June 20, 2022, 02:03:12 AM
Can this mod be added during an existing campaign? I colonized a lot of worlds and now want to play sector-scale happy farm.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: boggled on June 20, 2022, 06:45:10 AM
Can this mod be added during an existing campaign? I colonized a lot of worlds and now want to play sector-scale happy farm.

Yes, TASC can be added to an existing save. Enjoy!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: speeder on June 20, 2022, 08:53:29 AM
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).
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: boggled on June 20, 2022, 11:02:46 AM
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).

Do Archipelago planets have the "water-covered surface" condition? If not, I don't want to swap Domed Cities with Underwater Cities on that planet type.

Having more planet-type specific variants of Domed Cities would be interesting, but I would need new artwork for each variant that effectively communicates how it's different than the standard Domed Cities. Also, I don't want to implement variants specific to Unknown Skies planet types because if there are changes in the Unknown Skies mod, it could break my content that relies on it.

I don't think armored cities would provide any meaningful improvement in gameplay. We already have the Ground Defenses/Heavy Batteries building.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: speeder on June 20, 2022, 11:24:35 AM
Armored city is just a dome that doesn't have the massive defense penalty.

I thought about it because my main "fortress" planet would benefit from domed cities but then it would stop being a fortress... (it is a planet that is extremely hot and have no atmosphere, so perfect to production chain of military high HQ by itself... but with stupid-high hazard that make growth negative)
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: wvmmhxkh on June 20, 2022, 04:42:41 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: wvmmhxkh on June 20, 2022, 04:48:39 PM
Also, it would be cool if biolab could remove inimical biosphere.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: boggled on June 21, 2022, 11:28:55 AM
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.

There's a lot of suggestions here - I'll address a few of them below, but I would recommend making changes to the mod source code yourself if you want to customize it to this extent.

The main reason I leave station hazard at 100% with no accessibility modifier and no cramped quarters (by default) is because that's how stations behave in vanilla if the player views the market. I wanted to make station markets as simple as possible and make them behave how the player expects, and provide settings options for those who want to modify the default behavior. This is the same reason why I'm not going to change the food bonus from Stellar Reflectors - I want it to be the same as the vanilla behavior.

I don't want to block Fullerene Spool on stations due to balance reasons. Players will be disappointed if a station market actually has a lower maximum accessibility than a regular colony.

I understand where you're coming from with gating megastructures so the player can't built them very early on. The problem is that having a decently sized colony is already late game content, and I want the player to be able to use some terraforming buildings soon after founding a colony. Otherwise, many players will never get to see them! Stellar Reflectors are probably the most satisfying terraforming building because of the orbiting reflectors on the map, so I definitely want to make that as accessible as possible so long as it doesn't introduce major balance problems.

Mesozoic Park wouldn't be as cool if the Genelab could subsequently remove inimical biosphere.

Blocking buildings based on whether the planet could actually benefit from them is an interesting idea. It would take a good amount of time to code the logic and test it thoroughly, and if I change the functionality of the building later it will require rewriting and further testing. I'll think about it, but I don't see this as high priority right now.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: Dwarden on June 27, 2022, 02:22:08 PM
so i got this crash :(
Code
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)
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: boggled on June 27, 2022, 02:47:54 PM
so i got this crash :(
Code
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)

Under what circumstances did this crash occur? Specifically, what planet is the Stellar Reflector Array on, what type is that planet, is the planet procedurally generated or part of the core worlds, and did you use any console commands on that planet or leading up to the crash? Are you running DIY Planets?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: Dwarden on June 27, 2022, 03:27:40 PM
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

Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: boggled on June 27, 2022, 03:58:26 PM
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

Do you know which mod adds the planet? I think I fixed the crash, but I'd like to verify that by testing it with the planet.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: WolfPriest on July 04, 2022, 01:45:52 AM
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?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: boggled on July 04, 2022, 07:06:23 AM
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?

The Archipelago World from US doesn't have the water covered surface condition, right? Thus it's not a water world.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: speeder on July 04, 2022, 01:12:01 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: Serenitis on July 05, 2022, 01:07:26 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: Princess_of_Evil on July 05, 2022, 04:37:04 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: boggled on July 05, 2022, 07:23:31 AM
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?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: speeder on July 05, 2022, 08:33:39 AM
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.

Excerpt from Unknown skies source code:

US_modPlugin.java
Quote
    @Override
    public void onNewGameAfterProcGen() {
       
        //Set aquaculture planets
        Farming.AQUA_PLANETS.add("US_water"); 
        Farming.AQUA_PLANETS.add("US_waterB");

excerpt from planets.json
Quote
  "US_water":{
    "name":"Archipelago",
    "descriptionId":"US_archipelago",
    "tilt":-30,

and

Quote
  "US_waterB":{
    "name":"Archipelago",
    "descriptionId":"US_archipelago",

If you built a farm on a archipelago planet, it is a bug. Isn't supposed to happen.

Relevant excepert from Farming.java from vanilla game:
Quote
   @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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: boggled on July 05, 2022, 09:24:19 AM
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.

Changing content and/or fixing bugs in other mods is outside the scope of TASC. I would suggest posting in the Unknown Skies thread to inform Tartiflette there's a bug where Archipelago worlds are using Farming instead of Aquaculture and that they should have the water-covered surface condition.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: speeder on July 05, 2022, 11:34:33 AM
I think the bug is in vanilla actually.

I was using archipelago on my own mod thus why I found all this out, sometimes I had to use aquaculture, sometimes I had to use farms, and I am not sure why. I think vanilla has a bug somewhere. Or mods that mod the vanilla farm (not sure what mod would be the one doing that).
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: Princess_of_Evil on July 06, 2022, 03:44:49 AM
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?
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.
What happens much more often, is that locked-between-planet-and-sun mirror configurations lose their lock.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: boggled on July 06, 2022, 05:14:15 AM
What happens much more often, is that locked-between-planet-and-sun mirror configurations lose their lock.

This is also the first time I'm hearing about this. Does it only happen with my reflectors, or the vanilla ones at Eventide as well?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: Princess_of_Evil on July 06, 2022, 05:50:37 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: boggled on July 06, 2022, 06:33:58 AM
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.

Can you provide a video or screenshot, or method to reproduce the problem? I've never encountered this during my testing and I'm not sure what would cause it.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: Princess_of_Evil on July 06, 2022, 07:09:16 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: boggled on July 06, 2022, 07:14:12 AM
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.

Might be a different mod creating the reflectors then. I'm not sure which other mods do that - maybe DIY Planets?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: Princess_of_Evil on July 06, 2022, 07:26:07 AM
Probably them, yeah.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: aurafort on July 06, 2022, 08:48:46 AM
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)
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: boggled on July 06, 2022, 08:55:47 AM
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 believe fastbuild will immediately complete the current building being constructed if you use the command while interacting with a market. Type help to see all the commands.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: Probe1 on July 08, 2022, 08:21:42 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: boggled on July 09, 2022, 07:37:15 AM
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.

I'm confused - if you have in-faction production of Domain artifacts, then using buildings that demand them won't increase your colony upkeep costs, right?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: TheHZDev on July 10, 2022, 06:42:44 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: boggled on July 11, 2022, 07:42:37 AM
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.

If you activate a gate that was procedurally generated the name is set to Active Gate. I want my mod to mirror the vanilla behavior, so I'm not going to change the gate name to match the star system.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: e on July 11, 2022, 02:59:16 PM
Would you consider more planet options for terraforming?

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.

As for just options in general, things like: Desert, Barren-Desert and Terran Eccentric. The Desert planets would behave like the current Arid and Terran Eccentric like a regular Terran, but it would offer more variety on planet types i think.

Maybe even consider types added by the mod "Unknown Skies"?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: boggled on July 11, 2022, 04:56:23 PM
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.

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.

Maybe even consider types added by the mod "Unknown Skies"?

This is a possibility, but it has two problems:
1. Content in Unknown Skies could change and cause bugs or crashes with TASC until I update TASC.
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: e on July 11, 2022, 05:10:38 PM
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 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.

This is, of course, a personal preference, but most people might be in for the optimization and the aesthetics are not a big concern.

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.

Can't argue with that. If it's too much effort for a very small gain, then nevermind what i said.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: boggled on July 11, 2022, 05:47:12 PM
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.

I tried to design the current terraforming system so there's gameplay reasons to create a variety of different planet types. Some planet types are restricted based on temperature, the starting and maximum resources for each planet type are different, and there's some buildings like Seafloor Cities and Kletka Simulator that only work on certain planet types.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: speeder on July 11, 2022, 08:54:18 PM
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.

I wonder what percentage is NOT using Unknown Skies... it feels like it is a kind of "default" mod, specially sicne so many mods use it too even if not officailly (a lot of mods copy parts of unknown skie sfor their own use, to the point Tartiflette made some optimized stuff so that Starsector doesn't have to load the same copy several times, one for each mod using it).
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: topley on July 13, 2022, 12:44:43 PM
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)?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: boggled on July 13, 2022, 01:10:36 PM
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)?

I'm glad you're enjoying the mod!

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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.4)
Post by: mechanicalFactory on July 15, 2022, 03:23:16 PM
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?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.4)
Post by: J2Greene on July 15, 2022, 04:59:05 PM
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
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.4)
Post by: Re-Search-er on July 15, 2022, 05:26:30 PM
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!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.4)
Post by: speeder on July 15, 2022, 06:00:19 PM
Just a note: PRV and HMI have nothing to do with each other. PRV debris belt is from PRV mod. Being compatible with HMI has nothing to do with it.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.4)
Post by: J2Greene on July 15, 2022, 08:06:46 PM
Indeed, you are right. In my mind I was confusing Hazard Mining (standalone) with Rust Belt (part of Prv).
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.4)
Post by: Serenitis on July 16, 2022, 01:24:25 AM
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.
You just need the right infrastructure to support it.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.4)
Post by: boggled on July 16, 2022, 09:35:58 AM
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?


The Remnant battlestation spawns fleets comprised of automated Remnant droneships.

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

Thanks for bringing this to my attention! I made changes so that TASC will recognize the prv Starworks asteroid belts. I don't plan to release another update for a couple months, but here's a link to a version of 8.1.4 with the updated code so you don't have to wait: https://github.com/boggled-starsector/boggled_modpack/raw/master/Terraforming%20and%20Station%20Construction%20-%20prv%20update.zip
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
Post by: topley on July 16, 2022, 02:00:14 PM
Quote
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.

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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.4)
Post by: J2Greene on July 16, 2022, 06:22:33 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.4)
Post by: boggled on July 17, 2022, 08:45:01 AM
Quote
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.

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.

You would have to edit the source code to be able to colonize the blocked stations. I'll look into adding a settings toggle, but I think it will probably require a lot of development time, and almost no players will use it since it would need to have a scary warning that it could brick your save.

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.

I'm glad it worked. Is the appearance of the Rust Belt flotilla working as intended, or is that a bug?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.4)
Post by: J2Greene on July 18, 2022, 05:53:49 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.4)
Post by: boggled on July 18, 2022, 06:10:10 AM
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.

Ok, I won't make any changes to prevent this from happening then. Thanks!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.4)
Post by: JenkoRun on July 18, 2022, 02:04:44 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.4)
Post by: boggled on July 18, 2022, 02:33:38 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.4)
Post by: JenkoRun on July 18, 2022, 03:27:01 PM
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.

Huh, didn't know it all worked like that, cheers!
Title: Re: [0.95a] Terraforming and Station Construction (v7.0.0)
Post by: DrKaczka on July 19, 2022, 04:29:21 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.4)
Post by: boggled on July 19, 2022, 04:38:35 AM
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.

Those are very old posts - in the newest version of the mod, there is no way to terraform volcanic planets and gas giants. Sorry!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.4)
Post by: Admiral_hipper112 on July 19, 2022, 10:50:11 AM
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
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.4)
Post by: boggled on July 19, 2022, 10:59:24 AM
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?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.4)
Post by: Admiral_hipper112 on July 19, 2022, 11:09:27 AM
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?

Ah so the lobster stuff is only for water world types aight regarding the Pollution debuff imma take a SS of the colony management screen
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.4)
Post by: TheGodUncle on July 19, 2022, 11:36:58 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.4)
Post by: boggled on July 19, 2022, 12:33:20 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.4)
Post by: TheGodUncle on July 19, 2022, 12:51:39 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.4)
Post by: boggled on July 19, 2022, 01:03:18 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.4)
Post by: TheGodUncle on July 19, 2022, 01:22:06 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.4)
Post by: boggled on July 19, 2022, 01:46:54 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.4)
Post by: TheGodUncle on July 19, 2022, 03:20:23 PM
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.

That fixed it, thanks for the help.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.4)
Post by: TheHZDev on July 21, 2022, 04:51:47 AM
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".
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.4)
Post by: boggled on July 21, 2022, 05:28:48 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.4)
Post by: TheHZDev on July 21, 2022, 08:13:16 AM
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);
        }
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.4)
Post by: boggled on July 21, 2022, 02:21:42 PM
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?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.4)
Post by: TheHZDev on July 21, 2022, 09:51:57 PM
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.

[attachment deleted by admin]
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.4)
Post by: boggled on July 22, 2022, 05:53:53 AM
Spoiler
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.
[close]
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!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.4)
Post by: Hexxod on July 22, 2022, 10:07:05 AM
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.

Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.4)
Post by: boggled on July 22, 2022, 10:10:21 AM
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?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.4)
Post by: Hexxod on July 22, 2022, 10:17:48 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.4)
Post by: boggled on July 22, 2022, 10:31:07 AM
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.

Ok, I'll look into it and issue a patch to make sure it works correctly. Thanks for letting me know about this!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.4)
Post by: TheHZDev on July 25, 2022, 06:47:07 AM
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?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.4)
Post by: boggled on July 25, 2022, 07:10:19 AM
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?

That's definitely a bug. I'll look into it and try to fix it for the next update. Thanks for reporting this!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.4)
Post by: dead5546 on July 25, 2022, 05:42:41 PM
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

Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.4)
Post by: JenkoRun on July 26, 2022, 06:04:47 AM
Question, when choosing to add Volatiles to a planet without any, can you keep increasing them up to +2, or does it stop at -1? Cheers.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.4)
Post by: Gundamfan on July 26, 2022, 06:36:50 AM
As far as I know you need to use Console command mod, Ctrl+backspace to use the console mod
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
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.4)
Post by: JenkoRun on July 26, 2022, 07:07:20 AM
As far as I know you need to use Console command mod, Ctrl+backspace to use the console mod
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
Oh 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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.4)
Post by: Gundamfan on July 26, 2022, 08:08:43 AM
To answer that nope you pick once that's it
And it will not be available, unless you start a new game.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.4)
Post by: Wojmistrz on July 26, 2022, 01:34:34 PM
Spoiler
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.
[close]
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!


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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.4)
Post by: TheGodUncle on July 26, 2022, 04:33:10 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.4)
Post by: boggled on July 27, 2022, 04:11:40 AM
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.

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.

Spoiler
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.
[close]
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!


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.

Yup, sorry about this! I'm planning to release a patch this weekend to fix the bug.

As far as I know you need to use Console command mod, Ctrl+backspace to use the console mod
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
Oh 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.

The amount of volatiles you can add to a planet depends on the planet type. Frozen and Tundra worlds can support higher levels of volatiles than Jungle and Terran worlds. For the planets that can support more volatiles, you will need to complete the project to improve them multiple times to get the maximum amount.

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



It's hard for me to identify the issue based on the information you provided. What specific settings values did you change? If you change them back, does terraforming progress resume?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.4)
Post by: TheGodUncle on July 28, 2022, 07:56:03 AM
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?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.4)
Post by: Kat on July 28, 2022, 11:18:45 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.4)
Post by: TheGodUncle on July 28, 2022, 01:18:22 PM
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.

Yeah, I hadn't changed anything in the settings since first downloading the mod so it seems terraforming was just not available to me. I changed some settings and it works now.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.4)
Post by: boggled on July 28, 2022, 05:14:42 PM
This is a really neat mod, and I've been enjoying playing with it.

Thank you! I'm glad you're enjoying the mod!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.4)
Post by: Coil on July 28, 2022, 10:21:50 PM
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?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.4)
Post by: boggled on July 29, 2022, 06:01:57 AM
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?

Are you using DIY Planets or TASC? That doesn't sound like the process for TASC terraforming.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.4)
Post by: TheGodUncle on July 30, 2022, 01:31:52 PM
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?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.4)
Post by: boggled on July 30, 2022, 03:54:02 PM
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?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.4)
Post by: Re-Search-er on July 30, 2022, 11:22:11 PM
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]
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.4)
Post by: TheGodUncle on July 31, 2022, 07:42:17 AM
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).
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.4)
Post by: boggled on July 31, 2022, 10:07:28 AM
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]


Are you able to start a new game and build a Remnant station without a crash occurring? You may have updated to a version of the mod that's not backwards compatible with your previous version.

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 happened because the Kletka Simulator isn't properly detecting that market is a station. I think I know why and I'm going to add additional checks in the next update to hopefully prevent this issue. Thanks for reporting this!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.4)
Post by: Kat on August 01, 2022, 10:54:08 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.4)
Post by: Kakroom on August 01, 2022, 12:23:00 PM
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).


I rather like this idea, especially considering how lonely planetary shielding is as an industry blueprint
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Mcgrolox on August 01, 2022, 01:00:56 PM
+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
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: boggled on August 01, 2022, 03:10:14 PM
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.

I've considered requiring blueprints for certain buildings in the past. The main issues are:

Adding blueprints to random drops will dilute the loot pool, which is a major problem players have with DIYP. I could cause the blueprints to drop as part of a quest, but I've written quests before and they are extremely time consuming to develop, and only interesting the first time the player goes through them. My prior quests appear to have been received favorably, but I'm not a very good writer so perhaps there were a lot of critics who didn't share their negative feedback.

I don't want the terraforming content to require extensive exploration or questing to unlock, since many players don't stay on the same save for too long and they will end up being unable to use the content in most playthroughs.

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.

Regarding Domed Cities and the planetary shield, that's an interesting idea but I don't think it would improve gameplay. I want Domed Cities to have a serious drawback so the player has to make a difficult decision about how to set up their colony, instead of just creating the same "best" configuration on every 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'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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Kat on August 02, 2022, 10:37:50 AM
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.

Fair enough. There's certainly a lot of mirrors/shades already existing, such as around Eventide, that people could easily study.

Still think it'd be neat to find a planet full of dinosaurs, possibly after talking to a guy in the bar, to kick off the Mesozoic Park industry.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Mcgrolox on August 02, 2022, 12:20:54 PM
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.

All of that trivia minutia and stupidly opinionated bias over realness emulation vs functionality in a sim aside, the actual changes aren't necessary or important. It is of course your mod, and I have been using it because I like it and will probably continue to do so, so don't read too much into my pedantics on real world terraforming theory with hints of insinuative but obscure in game lore references.

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 :)
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Manice on August 02, 2022, 06:12:02 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Floorbo on August 03, 2022, 01:08:44 AM
Boggled this mod is a major reason i love this game keep it up and thank you very much. :D
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Mcgrolox on August 04, 2022, 01:40:16 PM
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)?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Yunru on August 04, 2022, 01:54:15 PM
Chameleon can remove Lewdic Cells.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Kat on August 04, 2022, 03:04:09 PM
I just found a decivilised planet that had stellar shades, which was neat !
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Wispborne on August 04, 2022, 04:30:12 PM
Do you store IP addresses, or just extract the geolocation from them, save those, and toss the IP?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: boggled on August 05, 2022, 02:15:51 PM
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'll look into how those mods did it and see if it would work for terraforming. No promises though!

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.

Does the planet have the water-covered surface condition? What version of the mod are you on?

Boggled this mod is a major reason i love this game keep it up and thank you very much. :D

I'm glad you're enjoying it!

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)?

Hmm, you're right. There is an inconsistency in that the Planetary Agrav Field can be built even if it would do nothing. I'll change this in the next patch. Also the Magnetoshield permanently removes radiation instead of suppressing it - I'll change that too.

It's intended that the Chameleon and Genelab can be built even if they would do nothing because the player might want to build them preemptively (ex. if they plan to add buildings that have high Pather interest, or terraform the planet into a water world).

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!

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?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Wispborne on August 05, 2022, 02:25:03 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: boggled on August 05, 2022, 03:21:22 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Raio_Verusia on August 05, 2022, 04:10:30 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: boggled on August 05, 2022, 04:48:35 PM
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.

That's probably feasible from a coding standpoint, but I think it would lead to a lot of confusion because many players aren't familiar with how IP addresses work. They'll see a warning message and assume it's something bad, when in fact it's completely harmless and their IP address is already being logged constantly by almost every website they visit.

If my assumption that most players don't care about data collection proves to be incorrect, I'll stop the collection or only store it for a very limited time (like 24 hours).

Edit: You can see that this forum is logging your IP address - look at the bottom right corner of each post!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Wispborne on August 05, 2022, 05:05:48 PM
I considered doing a similar thing in Persean Chronicles, but logging errors instead of mods. The main reason I didn't is that it's not reality that governs reception - you and I know it's harmless, most people don't, and the risk of pitchforks wasn't worth being able to fix bugs proactively.

The other major reason I didn't is that I didn't want to be part of normalizing this, because I don't trust that it won't be abused eventually if having mods phone home becomes standard. And there's a lot of slippery slope.

Just my thoughts.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Kat on August 06, 2022, 03:23:56 AM
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 ?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Toxo on August 06, 2022, 05:35:26 AM
I like this mod, but I guess I have to uninstall it.
I ran into the issue of not being able to terraform a volcanic world, and from what I could gather from this thread, it was because someone tried to inject his overbearing feel for immersion into this mod. 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, especially since this mod is already far away from any realism. Turning a baren planet into a waterworld surely is an entirely impossible feat to accomplish within 400 days, or to give it an atmosphere. So on the issue of time alone, this mod is over the coocoo's nest anyways. The argument about "meaningful timeframes" therefore is mute to me.

On the fluff side of things, turning a volcanic planet habitable is easily manageable from a domain POV, especially since they are cannonically known to have set up floating continents on gas giants of all places. All it takes is some crust engineering. Either increase its mass with asteroid regolith, to have a thicker, cooler crust (negative side effects may as well be high gravity / no low gravity),resulting in normal tectonic activity, or introduce artificial nano filaments, which move down into the crust, and culminate into a thick metallic layer, to strengthen the crust vastly in most areas, and leave intentional weak spots under giant geothermal complexes to release the planetary pressure from its mantle, and turn it into industrially useful energy in the process.
And beyond that, we have even more esoteric fluff to justify it, given flux coils, p-space and planet-wide projector systems like the planetary shield. Cooking up some sciency-sounding fluff to take the heat and put it somewhere else, as Patrick would say it, is absolutely possible within the lore, even on a planetary scale. Key being to not take yourself so god damn serious, and put gameplay first.

If that isn't possible, I'll have to bite into the sour fruit, delete my campaign, and switch out this mod for DIY Planets. No loss for you, just a non-necessary waste of my time.
/rant

Otherwise a great mod.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: boggled on August 06, 2022, 08:35:51 AM
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 ?

Vanilla generates planets with an existing array of orbital reflectors and the decivilized condition. TASC merely checks to see if vanilla put a mirror array in orbit around the planet, and if so, add the Stellar Reflector Array building to the colony.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: TheDukeofErl on August 06, 2022, 09:33:10 AM
...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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Jang on August 06, 2022, 11:39:40 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: boggled on August 06, 2022, 01:54:52 PM
...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.

Although I don't have a privacy policy, I have a notice in the original post and in the settings file about what the API is doing, and provide an easy way to disable it. I think that's sufficient given the limited nature of the data I'm collecting.

I don't make any money from developing TASC so I'm not concerned about legal issues.

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 think it should probably be fine, especially if the player hasn't constructed the buildings that were changed. I didn't test whether the changes to the Remnant battlestation would work if the player had already built one, so I put the notice there out of an abundance of caution in case it causes problems.

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'm glad you're enjoying the mod!

You're right that there's a lack of documentation for how the terraforming system works outside of the tooltips. That's not ideal, but I think the system is too complex to explain properly in a few paragraphs. It's much more intuitive to see a list of criteria on the tooltip.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Arkmagus on August 06, 2022, 06:49:03 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: boggled on August 06, 2022, 07:21:01 PM
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.

Enjoy!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Gundamfan on August 06, 2022, 09:03:25 PM
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 )
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: boggled on August 07, 2022, 09:03:47 AM
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 )


I'm glad you're enjoying the mod!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: IronLeg on August 07, 2022, 09:14:14 PM
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! :)
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Uhlang on August 08, 2022, 12:18:26 AM
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
Quote
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

If a Mars-adjacent planet was somehow too much for the Domain's terraformers, then I'm pretty sure volcanic worlds were an instant no-no.
I don't disagree that Chico or even volcanic worlds are terraformable, but don't act like the lore's on our side here.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: boggled on August 08, 2022, 05:40:16 AM
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! :)

I'm glad you like the mod!

Your description sounds like the lobsters are working properly. If you look at Volturn you can see the lobster pens work the same way there in vanilla, and I decided not to change the vanilla behavior.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Alex on August 08, 2022, 06:51:06 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: boggled on August 08, 2022, 07:26:07 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Harmful Mechanic on August 08, 2022, 07:55:04 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: SirHartley on August 08, 2022, 07:57:44 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Alex on August 08, 2022, 07:59:00 AM
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.

Thank you!

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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Harmful Mechanic on August 08, 2022, 08:03:57 AM
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.
No, it's actually not.

I just got done rebutting a paranoid accusation that there's malware in my mods. Now that's plausible, and any modder anybody doesn't like is going to be accused of bundling malware or analytics tools without a shred of evidence.

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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Alex on August 08, 2022, 08:22:48 AM
If anything, this shows that if there's anything even a bit iffy, it will be addressed. And, of note, this mod's OP stated clearly what it was doing (which is nothing malicious, to the best of my knowledge) and how to turn it off. Yes, an opt-in would've been much better, but what happened here I think provides a pretty good contrast with what happened with those odd accusations a while back.

I can't tell you how to feel about it, and I see part of your point; certainly someone so inclined *could* use this as ammo - but it doesn't take much for that to be possible. Regardless, personal attacks are not going to be tolerated.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Harmful Mechanic on August 08, 2022, 08:38:16 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Alex on August 08, 2022, 08:46:18 AM
I'm not seeing 'a personal attack' here.

This, especially with the emphasis on the "you", is hard to interpret as anything else:
... I certainly wouldn't do anything like that... but I guess you would, wouldn't you ...
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: presidentmattdamon on August 08, 2022, 08:49:37 AM
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.

there's always the potential for bad actors to exist in any medium. i don't really understand why this incident would have completely shattered trust in the community and company to handle cases like this given that it was jumped upon and dealt with as soon as it was uncovered. it's simple enough for people to not use mods that don't release source code, in any case.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: boggled on August 08, 2022, 08:51:15 AM
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!

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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: presidentmattdamon on August 08, 2022, 08:56:14 AM
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.

this is pretty much exactly what i'm talking about. if this is an incident that wakes up the more security-conscious side of the community, i'm happy that it was a case where nothing destructive was occurring, and anyone who thinks their trust has been harmed can do their own due diligence towards making sure the mods they download are safe, as the community has helped to do with this one (not saying it isn't safe, since all it was doing is very anonymous data collection, but still.)
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: SirHartley on August 08, 2022, 09:10:49 AM
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.

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.)
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: presidentmattdamon on August 08, 2022, 09:21:19 AM
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.

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
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Kragh on August 08, 2022, 11:53:42 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: boggled on August 08, 2022, 11:58:34 AM
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.

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.

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

I'll check how Unofficial New Game Plus implemented this and see if it's appropriate for TASC. Thanks for the suggestions!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: jujuteux on August 08, 2022, 07:06:01 PM
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.

Whoa calm down, drama queen,
stuff is brand fresh and basically no one in usc knows of it and very little in other servers
as long as he makes some message ingame when first loaded or something to ask for opt out then it's basically alright

don't forget, nexerelin's update checker is essentially as invasive and most players don't even knows it contains a mod checker
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Yunru on August 08, 2022, 11:57:07 PM
I don't think Nex even has an opt-out?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Re-Search-er on August 09, 2022, 01:23:48 AM
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?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: boggled on August 09, 2022, 03:45:00 AM
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?

AI Mining Drones are disabled by default because I think they're poorly balanced. Rather than remove it, I left it in the mod as a non-default option for those who want to use it anyway.

I assume you're referring to the Limelight Network? It just generates income and demands Domain-era artifacts - that's it. It's intended as a unique building similar to the Cryosanctum or the Lion's Guard HQ, but I figured I should add a settings option to allow the player to build it since I know many will want to.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Serenitis on August 09, 2022, 04:20:18 AM
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.
100k for going from size 3 to 4 is trivial.
So is 200k for 4 to 5.
And 400k for 5 to 6.
I currently have the initial cost for this set at 500K, and it feels somewhat better and more like a significant thing that has to be planned around and built towards.
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...)
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: jujuteux on August 09, 2022, 07:45:14 AM
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
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: AtlanticAccent on August 09, 2022, 09:18:10 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Kat on August 09, 2022, 09:33:30 AM
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)
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: jujuteux on August 09, 2022, 04:19:22 PM
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
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: boggled on August 09, 2022, 06:07:03 PM
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.

I like the floating continent idea - I'll see about adding that in the next patch.

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.

I deliberately made tundra planets start with volatiles knowing that it blocks certain items. The goal is to force the player to make difficult decisions about how to terraform, instead of creating a single "optimal" configuration that they duplicate on all their planets.

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'm not sure the proposed costs for station expansion are balanced, but I'll add a settings option to control it for those who don't like my default values.

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.

No apology is necessary! I'm thankful people have generally been civil in this thread even though they strongly disagree with opt-out data collection.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Johnson Shaw on August 09, 2022, 10:02:14 PM
Have tried the mod for a run but...Is it just me or does it totally break the game?

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.

Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Hexxod on August 09, 2022, 10:20:27 PM
You're looking at the stations resource stockpile. You pull from that, you'll end up getting charged at the end of the month for whatever you took.

Still profitable assuming you're trading what you pull to a planet with a shortage, but not really broken.

With the exception of a handful of buildings from other mods, colony profit is given in credits rather than resources.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: ShpunkY on August 09, 2022, 11:55:41 PM
Hello Boggled
Spoiler
I 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]
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: arwan on August 10, 2022, 12:42:26 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Johnson Shaw on August 10, 2022, 03:23:47 AM
Mmm...Still confused on how the mod actually works.

Aight, will try it out more and see how it goes. I still think it is kinda broken but who knows.

Also new to the forum, confused on the replies and systems here as well so pardon me for that.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: boggled on August 10, 2022, 03:45:29 AM
Hello Boggled
Spoiler
I 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!

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.

The download link appears to be working for me. Maybe Github was having issues - try it again and let me know if it works.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Re-Search-er on August 10, 2022, 09:26:13 PM
Have tried the mod for a run but...Is it just me or does it totally break the game?

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.
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Yunru on August 10, 2022, 11:17:37 PM
Outposts are also a Nexelerin feature, not TaSC.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Lemuria on August 11, 2022, 02:45:35 PM
Why are we limited to 3 astropoli per planet, even if we increase the limit to above 3 in a configuration file?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: boggled on August 11, 2022, 03:37:37 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Alex_Sans on August 12, 2022, 07:59:42 PM
Hey boggled, I have something to ask, involving the Planet Killer Device: can you make it count as atrocity just like a normal saturation?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: arwan on August 13, 2022, 07:10:31 AM

The download link appears to be working for me. Maybe Github was having issues - try it again and let me know if it works.

i got it to work a bit later in the day. it seems github was having a fit.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: boggled on August 13, 2022, 08:35:12 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: ShpunkY on August 14, 2022, 03:46:48 PM
Hello Boggled
Spoiler
I 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!

Spoiler
the 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]
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: boggled on August 14, 2022, 04:25:10 PM
Hello Boggled
Spoiler
I 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!

Spoiler
the 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]

Interesting... it should be possible from a technical standpoint to move the orbital reflectors along with the planet, but that change will have to be made in IndEvo, not TASC.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: JenkoRun on August 15, 2022, 11:56:06 AM
Hello Boggled
Spoiler
I 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!

Spoiler
the 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]

This is why I use TASC over DIY, you can't get rid of the mirrors/shades in DIY, at least with TASC you can lower the hazard before removing them for the teleport and then rebuild them.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Thoutzan on August 16, 2022, 09:53:22 AM
Thank you for the wonderful work! This along with Industrial Evoultion are my must-have mods for Starsector.

Question: is it possbile to change the lookings of my stations? I m doing a 'all-hightech' playthough and would love to make my station a hightech flavored one too.   Nvm, found earlier reposnse on the topic.

Tks!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Thoutzan on August 18, 2022, 05:40:04 PM
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... :(
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Histidine on August 19, 2022, 03:07:21 AM
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.
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?
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)
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: boggled on August 19, 2022, 08:06:30 AM
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... :(

TASC uses the vanilla orbital_construction.jpg. You have to replace that file in starsector-core, or add a new image file there and change the custom_entities.json file accordingly.

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.
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?
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?

There's no way to tell if a PK has been used in the current version.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Fellout on August 19, 2022, 06:55:18 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Histidine on August 20, 2022, 03:20:25 AM
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?

There's no way to tell if a PK has been used in the current version.
Oh I see. Thanks for adding it!

The thing I'm doing doesn't need to be able to tell the difference. Reusing the sat bomb report call would mean mods don't need to implement specific handling for TASC, so that's good I think.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: boggled on August 20, 2022, 08:16:26 AM
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.

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?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: calantlar on August 20, 2022, 11:19:05 AM
Does the construction of inactive gates have an associated cost and if so is it possible to tweak that cost?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: boggled on August 20, 2022, 11:25:09 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Fellout on August 20, 2022, 04:36:56 PM
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.

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 things
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
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: boggled on August 21, 2022, 10:13:17 AM
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.

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 things
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!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Fellout on August 21, 2022, 11:51:04 AM
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.

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 things
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!
I'll keep tryin to hunt down whichever mod is causing the issues, until I find it stations unfortunately just don't work
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: calantlar on August 21, 2022, 12:15:45 PM
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.

Fair enough, atleast it's doable.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: JenkoRun on August 22, 2022, 04:46:21 AM
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... :(
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: JenkoRun on August 23, 2022, 03:19:44 PM
Question, why was the E.U.T.E.K removed?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Lemuria on August 24, 2022, 05:00:58 AM
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?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: boggled on August 24, 2022, 05:54:51 AM
Question, why was the E.U.T.E.K removed?

It diluted the loot pool (see criticisms of DIY Planets related to this) and didn't improve gameplay enough to justify existing despite that problem.

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?

Yes!

https://github.com/boggled-starsector/boggled_modpack/raw/master/TASC-Source.zip
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Lemuria on August 25, 2022, 06:08:30 AM
It's just a JAR and the game data. By source code, I mean the Java code of the mod itself.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: boggled on August 25, 2022, 06:17:08 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Almostpiouscarl on August 28, 2022, 03:30:24 AM
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
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Dadada on August 28, 2022, 05:20:57 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: boggled on August 28, 2022, 09:46:45 AM
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

You have to delete the old TASC folder before copying in a newer version. If you fail to do this, the error you experienced will occur.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Lemuria on August 29, 2022, 08:52:48 AM
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.

Yup, found it in "src/data/scripts". Thanks!

Oh and I use VSCode by the way, not IntelliJ. And even then my 4GB ram computer can't develop starsector mods because it crashes when Firefox, Starsector, and VSCode (let alone IntelliJ) try to run at the same time. They just make my Linux system run out of memory and the lag gets so bad I have to actually pull the power plug out to fix it.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Erdoglock on August 29, 2022, 12:46:14 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: boggled on August 29, 2022, 01:06:23 PM
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.

I don't think this is a good idea. Deleting vanilla content is risky because other mods or components of vanilla may expect it to be present and cause a crash and/or bugs if it's not. Also, you can recolonize the abandoned astropolis at Mairaath - this is cheaper than building a new one!

If you really want to remove some stations despite the above, it's relatively easy to do with console commands.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Almostpiouscarl on August 29, 2022, 11:35:24 PM
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.

everything is up to date and im not trying to load any old save files and i saw Euteck got removed so i was unsure why it was looking for a euteck file
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Yunru on August 30, 2022, 02:53:14 AM
Then you didn't update properly. Always delete the old version first.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Timtumm on August 30, 2022, 02:19:10 PM
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?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: boggled on August 30, 2022, 02:36:37 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: AcaMetis on August 30, 2022, 02:43:47 PM
Creating new stable points in a system is a vanilla feature. Interact with a system's star (a specific one in binary/trinary systems, no clue how the game determines which) to get the option, although you can only create up to two stable points in a system. If there's already two in a system you'll just get a message about how you can't create a third one, IIRC. It's also very expensive, especially to make a second stable point.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Timtumm on August 30, 2022, 02:44:33 PM
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.

Thank you! That was it.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Thoutzan on August 31, 2022, 09:20:41 AM
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   just guessing.  :P
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: boggled on August 31, 2022, 09:26:10 AM
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 just guessing.  :P


I'm working on some changes to the astropolis code. I think there's a line in the code that overrides the interaction image to orbital_construction.jpg even if custom_entities.json has a different value. I'm not sure why I did that a couple years ago and I removed it for the next patch. Sorry!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Aldazar on September 04, 2022, 01:54:06 PM
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?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: boggled on September 05, 2022, 07:53:48 AM
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?

I suppose I can add a settings option for that.

It's in boggledObjectiveBuild.java (line 118, impact.delta = 0.05F;) if you want to edit the source code.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Gundamfan on September 05, 2022, 08:20:22 AM
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?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Doc Quixotic on September 05, 2022, 08:38:20 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: boggled on September 05, 2022, 05:15:00 PM
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?

You're not the first person to have this problem - apparently there is some other mod which is incompatible with TASC and causes asteroid belts to not be detected. Can you post your mod list so I can investigate this further?

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.


TASC can be added to existing saves. However, it cannot be removed from a save once you use TASC content.
Title: Re: Error/Unable to Build Mining Stations
Post by: Gundamfan on September 06, 2022, 05:24:50 AM
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"
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: boggled on September 06, 2022, 03:56:06 PM
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"

Thank you! I'll see if I can fix that bug for the next update.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Scottbot on September 06, 2022, 08:37:03 PM
Help! Loving everything about this mod so far, but just ran into a bug - I'm in a random core worlds seed and noticed that some planets and their stations are owned by separate factions. For example, I attacked "Lepia's" orbital station, invaded successfully and took over the colony. When i interact directly with the orbiting "Lepia Station" - i have access to a size 7 colony with a number of good modifiers. however, the planet "Lepia" is still owned by the Dictats and has miserable attributes.... Additionally, "Lepia" is in my owned colony list, but when i open it, the Dictat colony is shown and i have no control over it. The only way to manage the station colony is by traveling to it.


Troubleshooting: destroying both the planet AND station allows me to restart the colony - which has modifiers consistent with the planet version. I feel like the Lepia Station got messed up somehow. Thanks for the help!

Edit: might have figured it out. i've been transferring my save file b/w 2 computers and probably didn't disable TASC terraforming on one of the PCs (I'm also running DIY planets mod). Probably got overwritten and bugged out - my fault!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Yunru on September 07, 2022, 10:01:19 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: boggled on September 08, 2022, 03:39:45 AM
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.

Exactly!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Great Wound on September 13, 2022, 08:12:27 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: boggled on September 13, 2022, 03:43:28 PM
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.

I haven't released a new version of the mod that removes the API calls, but per my posts earlier in this thread the webserver is shut down so the API calls do nothing and there's no data being collected. You can verify that the API calls aren't working by putting the URL in your web browser.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: DankMan on September 14, 2022, 06:20:55 AM
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?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: boggled on September 14, 2022, 04:16:35 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: DankMan on September 14, 2022, 09:40:21 PM
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.

Awesome, thank you
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: DankMan on September 16, 2022, 12:28:04 PM
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
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: boggled on September 16, 2022, 12:48:46 PM
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

That's correct - stations can't become polluted from industry, and they won't pollute the planet they orbit.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Meelock on September 16, 2022, 11:37:58 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: boggled on September 18, 2022, 10:17:29 AM
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.

I don't think that's compatible with the lore of how siphon stations work.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Grotez on September 21, 2022, 05:02:07 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: boggled on September 21, 2022, 03:32:47 PM
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.

Yeah, it's from Unknown Skies and I don't think it's part of my list of water planets. I'll correct that in the next patch. Thanks for letting me know about this!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: White Hound Black Lotus on September 21, 2022, 11:28:54 PM
How do you build an astropolis station?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: boggled on September 22, 2022, 03:39:20 AM
How do you build an astropolis station?

Add the ability to your ability bar. It's the one with the red "A" on it.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Darkside360 on September 22, 2022, 06:47:23 PM
Hi, does the Star Wars 2020 mod work with this?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: boggled on September 23, 2022, 05:16:04 AM
Hi, does the Star Wars 2020 mod work with this?

Probably, but I haven't tested it. Let me know how it goes!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: e on September 23, 2022, 12:14:54 PM
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]
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Stormy Fairweather on September 23, 2022, 11:40:49 PM
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
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: boggled on September 24, 2022, 11:38:37 AM
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

Are you on the latest version of TASC? Can you post a screenshot of the colony management screen? If the planet is terraformed to a water world, Aquaculture should be buildable, not Farming.

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 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.

Also, given the enormous penalties imposed by the condition, I think the intent of the mod author is for the player not to colonize that planet, and I don't want to provide a way around that.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: AcaMetis on September 24, 2022, 11:50:00 AM
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.

[attachment deleted by admin]
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: boggled on September 25, 2022, 12:57:22 PM
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.

Hmm, I thought I fixed that bug a while ago. Thanks for letting me know about this - I'll see if I can figure out what's causing it.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Timid on September 27, 2022, 08:00:38 PM
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.  ;)
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: StarLord Zero on September 28, 2022, 09:48:10 AM
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?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: boggled on September 28, 2022, 03:29:15 PM
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?

That won't be possible. I would recommend against upgrading from 7.1.3 on that save - just wait until you start a new save before getting the latest version of TASC.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Deepfield on September 29, 2022, 04:08:38 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: boggled on September 29, 2022, 04:27:08 PM
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.

I'm not collecting data anymore - see the earlier posts in this thread for more details if you're interested. I left that notice on the original post since I haven't released an update to remove the API calls yet, but they do nothing since the webserver is shut down.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: FrozenHusk on October 03, 2022, 01:08:32 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: boggled on October 03, 2022, 01:45:09 PM
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.

I'm not going to implement a way to change/remove temperature conditions (other than via suppressing them). This has been discussed previously in this thread so I won't reiterate my thinking on it.

It wouldn't make sense to simply remove an atmosphere from a planet - how would a planet with a biosphere (ex. jungle) exist with no atmosphere? The entire planet type would have to be changed.

I could create a "Remove Atmosphere" project that only works on planet types like barren or frozen. However, I think that's not lore friendly because there's tons of existing planets without an atmosphere to colonize, so why bother removing an atmosphere from one? I think it may contribute to a feeling that the terraforming projects are disconnected from realism and are similar to console commands that just give the player whatever they want.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Yunru on October 03, 2022, 02:12:24 PM
Obviously we bottle and sell the air to the Spaceballs.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Mandalore on October 05, 2022, 07:23:33 AM
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)
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: boggled on October 05, 2022, 07:28:40 AM
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)

Yes. In the terraforming menu it will list all the requirements to terraform a planet when you select the project.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: Mandalore on October 05, 2022, 07:33:15 AM
I think i missed something. Thank you! :)
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: QoA on October 05, 2022, 04:10:06 PM
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. :)
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
Post by: boggled on October 05, 2022, 04:19:55 PM
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. :)

There's an ability to deploy the planet killer. Add it to your ability bar and the tooltip will tell you the rest!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: bodeshmoun on October 07, 2022, 03:30:17 PM
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).
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: boggled on October 08, 2022, 07:25:28 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: Alex_Sans on October 08, 2022, 11:04:16 AM
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.

Edit: I sent you a private message about the situation, but the thing was already addressed and a PKD support has been included.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: bodeshmoun on October 08, 2022, 01:07:09 PM
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).
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: boggled on October 08, 2022, 05:41:41 PM
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.

Which mod are you referring to? I'll download it and see if I can figure out why the crash is occurring.

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).


I'll download those mods and check what's going on with the compatibility issues. TASC has a settings option to disable automatically replacing the techmining industry on Agreus, so it might be necessary to use that if there's a compatibility problem.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: raco12 on October 08, 2022, 09:50:19 PM
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!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: boggled on October 09, 2022, 08:12:53 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: raco12 on October 09, 2022, 03:57:06 PM
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!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: boggled on October 10, 2022, 06:06:47 AM
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!

If the player has 4 million credits, they're already at the late game stage and can already do whatever they want. I don't think letting them obtain more special items meaningfully impacts balance at that point.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: Shade255 on October 17, 2022, 02:52:44 AM
Can this work along side DIY Planets Terraforming?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: boggled on October 17, 2022, 05:50:20 AM
Can this work along side DIY Planets Terraforming?

Yes, but only if you disable terraforming in TASC using the settings file.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: not a luddic path member on October 20, 2022, 10:29:01 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: boggled on October 21, 2022, 06:25:45 AM
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.

I'm glad you're enjoying the mod!

I intend to implement terraforming of planets with no light in a future patch. I'm not going to make stellar reflectors buildable on those planets, but there will be some other system in place to allow for terraforming them.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: raptormother on October 25, 2022, 12:18:49 AM
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!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: boggled on October 25, 2022, 03:42:46 AM
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!

If you're using DIY Planets the terraforming portion of this mod should be disabled.

TASC doesn't delete or remove techmining buildings constructed by the player. Domain Archaeology is completely separate from them and doesn't change how they function in any way.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: JenkoRun on October 26, 2022, 09:06:32 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: boggled on October 26, 2022, 03:47:43 PM
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.

The AI mining drones building is non-default for a reason - it's overpowered, especially when stations can grow to larger sizes.

I don't think making the station expansion building require multiple slots would be a good idea. I'm not aware of any buildings in vanilla or other mods that function this way, so it would be confusing to players at first. Also, many players use mods which increase the maximum number of buildings that can be constructed on a colony, which would negate the penalty of multiple slots being taken by the station expansion.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: Steampunkgears on October 27, 2022, 01:30:38 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: boggled on October 27, 2022, 03:39:58 AM
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.

You can use them both at the same time so long as you disable terraforming in TASC.

I would encourage you to try both and let me know what you think!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: Steampunkgears on October 27, 2022, 04:10:29 AM
Thank you, Also can this be inserted into a save file or does it need to be a new save state? Literally have a new game I started and not started playing yet but wanted to keep that if possible. Was not seeing info on that or im blind.


EDIT: I found an answer 3 pages back. Thanks again.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: Truly on November 01, 2022, 12:02:31 PM
My save file broke mid-game, it seems to be caused by TASC. Could you please take a look at it?

Code
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)

Full starsector.log:
https://www.dropbox.com/s/p07v4q10nj3sw36/starsector.zip?dl=0
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: boggled on November 01, 2022, 04:52:28 PM
My save file broke mid-game, it seems to be caused by TASC. Could you please take a look at it?

Code
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)

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?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: SpaceDrake on November 01, 2022, 10:44:10 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: Truly on November 01, 2022, 11:44:41 PM
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?

I'm not sure of the circumstances. This is about ~100 hours in then it happened, I just saved and can't load those saves afterwards. 3 recent saves was affected but I could load older save few hours earlier.

 I didn't change, upgrade anything during the playthrough or in TASC settings.

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.

I've built some Astropolis, did not convert any abandoned one. I can't think of doing anything unusual though.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: SpaceDrake on November 02, 2022, 12:04:45 AM
Did any of those Astropoli reach a new population size in the time between that last working save and the first busted one?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: Truly on November 02, 2022, 01:58:55 AM
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
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: Phalamy on November 02, 2022, 02:49:25 AM
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)
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: SpaceDrake on November 02, 2022, 02:51:45 AM
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.)
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: boggled on November 02, 2022, 04:10:04 AM
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


Thank you for taking the time to investigate this so thoroughly! I'm very busy with work this week but over the weekend I will download those mods and attempt to fix this. Sorry for the inconvenience!

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.)

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.

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)

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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: SpaceDrake on November 02, 2022, 09:53:10 PM
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 was a little worried I was being unnecessarily nosy. (https://i.imgur.com/8k12sBF.gif) Hopefully it was actually helpful!

(I would be a little surprised this hasn't come up before, tho - there's a few modded habs that have a awful tendency to get blasted to smithereens. Hi, Kadur Revenant Gestalt...)
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: Serenitis on November 03, 2022, 02:14:43 AM
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".

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. ;) )
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: SpaceDrake on November 03, 2022, 04:39:45 AM
I mean, volatiles and transplutes potentially appearing on a terran or other "prime" habitable, thus spoiling nanite use, is vanilla behavior. At the risk of speaking for boggled, I doubt he's very interested in doing away with something that core to the intended design. Sometimes you just have to adapt.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: boggled on November 03, 2022, 05:16:55 PM
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:
  • 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.
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".

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. ;) )


Unless I'm mistaken, terraformed Terran worlds already start with trace volatiles.

I don't think randomized resource deposits are a good idea. Players spend a lot of time building up their colonies, and it would be very frustrating if a planet was "ruined" by getting the wrong deposits (ex. a farming world rolling volatiles).

It might be interesting to have each planet be assigned a set of randomized deposits at sector generation, and inform the player of them before they colonize. That would improve realism and make each planet more unique, but it might be difficult to communicate how the system works to the player. Also, players who add TASC mid-save will have already colonized planets and might get stuck with "bad" deposits on their existing colonies.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: boggled on November 06, 2022, 05:06:59 PM
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!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: YourLocalMairaaboo on November 08, 2022, 02:58:19 AM
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?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: boggled on November 08, 2022, 03:53:11 AM
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!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: Amoebka on November 08, 2022, 06:09:22 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: YourLocalMairaaboo on November 08, 2022, 06:14:39 AM
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!
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.
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: Truly on November 08, 2022, 10:45:41 AM
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
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: boggled on November 08, 2022, 05:14:02 PM
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.

It's fine if planetgen always adds the irradiated condition to irradiated worlds. I just want Hanan Pacha to be terraformable because I think it's satisfying for players to be able to "repair" the planet.

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!
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.
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.

Yes, the planetary shield suppresses meteor impacts if you have TASC installed. I haven't tested it with the Access Control mod - let me know if it works, and if not, I can add support.

I double checked my code and I have it set up so that irradiated planets are classified as barren worlds, which are terraformable. It's only the irradiated condition that blocks terraforming, which Hanan Pacha doesn't have, so it can be terraformed.

You're correct that my change to the magnetoshield makes planets with the irradiated condition impossible to terraform. I'll consider making a change in the next patch to allow terraforming of planets with the irradiated condition so long as the magnetoshield is present.

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
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: xenoscepter on November 08, 2022, 05:35:38 PM
 --- 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!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: YourLocalMairaaboo on November 08, 2022, 10:19:44 PM
Uh, Boggled, Hanan Pacha DOES have the irradiated condition.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: edixo on November 09, 2022, 01:39:01 AM
What counts as an asteroid belt for the mining stations if you have resources depending on number of belts enabled?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: Truly on November 09, 2022, 02:52:28 AM
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
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: boggled on November 09, 2022, 05:01:31 PM
--- 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!

You don't actually have to disable terraforming for TASC to be compatible with DIY. It would be enough to simply not use the buildings or menu options that could cause a conflict, like building Stellar Reflectors or starting a terraforming project. You could even edit the rules.csv file to remove the colony menu options you won't be using.

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?

What counts as an asteroid belt for the mining stations if you have resources depending on number of belts enabled?

It checks for a certain type of terrain object. Generally the ones that can damage your fleet if you move through them at high speed count towards the number of belts, and others don't.

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

Thanks for helping me troubleshoot! I know the exception is being thrown by a condition from TASC, but I suspect the root cause is something in the background messing with that market, since I don't think the faction ID for a market should ever become null.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: e on November 09, 2022, 05:07:50 PM
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).
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: boggled on November 09, 2022, 05:21:58 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: e on November 10, 2022, 02:39:44 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: boggled on November 10, 2022, 04:07:47 AM
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.

Yeah, that's basically what I was thinking. Maybe I can add that functionality to the genelab and say genetically engineered microorganisms that "consume" radiation can clean up planets not actively being irradiated by a neutron star, etc.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: YourLocalMairaaboo on November 10, 2022, 08:29:21 AM
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).
Oops, sorry. The post combined with the mod change I did not notice was not vanilla confused me.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: YourLocalMairaaboo on November 11, 2022, 11:32:32 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: boggled on November 11, 2022, 11:46:09 AM
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?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: YourLocalMairaaboo on November 11, 2022, 02:52:03 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: boggled on November 11, 2022, 03:02:10 PM
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.

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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: YourLocalMairaaboo on November 12, 2022, 02:52:00 AM
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.

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.
Fair enough. Maybe it is simply in a stable orbit now? Anyways, thanks for listening to my thoughts.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: ArcanumRegis on November 12, 2022, 01:47:36 PM
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!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: boggled on November 12, 2022, 05:06:12 PM
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?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: YourLocalMairaaboo on November 13, 2022, 03:59:31 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: boggled on November 13, 2022, 09:46:04 AM
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.

Ok, thanks for the information! I want Volturnian lobsters to behave identically to vanilla/Nex when seeded with TASC, so they're working as intended if they don't generate income.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: YourLocalMairaaboo on November 13, 2022, 10:42:44 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: Usgiyi on November 13, 2022, 02:38:30 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: boggled on November 13, 2022, 05:29:04 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: e on November 13, 2022, 06:11:47 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: YourLocalMairaaboo on November 13, 2022, 10:37:15 PM
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.
What system do you use for the agrav field (which relies on having domes)? Maybe zomething similar could work?

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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: boggled on November 14, 2022, 06:24:49 AM
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.

Hmm, I could add a line like that to the description of the Domed Cities building if Harmonic Dampers are on the colony to explain why Domed Cities can't be built.

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.
What system do you use for the agrav field (which relies on having domes)? Maybe zomething similar could work?

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.

Planetary Agrav Field simply stops suppressing high and low gravity if the colony doesn't have the Domed Cities building. That's less problematic and frustrating for the player than Domed Cities deconstructing itself if Harmonic Dampers are removed.

Also Harmonic Dampers are non default content, and back when I was collecting usage data it showed that most players never change the default settings. I'm not sure it's a productive use of my development time to code and test the logic for what happens in these circumstances since only a handful of players will ever encounter the situation.

Maybe I'll just duplicate the Planetary Agrav Field logic for Harmonic Dampers/Domed Cities so players who really want to build that way can - it will just be less lore friendly since there's no text or checks about what's happening.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: CaptainPhoenix on November 14, 2022, 07:09:51 AM
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
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: boggled on November 14, 2022, 07:13:08 AM
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

I don't think a Death Star is lore compatible!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: Phalamy on November 14, 2022, 03:18:46 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: boggled on November 14, 2022, 05:54:36 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: YourLocalMairaaboo on November 14, 2022, 10:52:16 PM
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.
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.
The project may be niche, but that was to be expected. Worlds with potential for easy atmospheric corrections to make it habitable are rare. (I DID end up using it on one of the ruined worlds added by VIC.)
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: Phalamy on November 15, 2022, 12:07:15 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: Uther Phobos on November 15, 2022, 04:02:04 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: boggled on November 15, 2022, 04:26:42 PM
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.

Yeah, I think it's fine that it's not possible to use the Autonomous Mantle Bore for organics on planets created with TASC.

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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: Uther Phobos on November 17, 2022, 01:13:09 AM
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.

Wasn't meaning to suggest you do anyway. Just think it's odd they do. Not like it makes any more sense in the unmodded game.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: xenoscepter on November 17, 2022, 11:41:07 AM
 --- 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?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: boggled on November 17, 2022, 03:25:48 PM
--- 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?

This has been suggested before, but I decided against it because I don't want there to be an "optimal" planet configuration. The defense penalty on Domed Cities prevents the player from spamming it everywhere, which helps to accomplish that goal.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: Moomoomaster69 on November 18, 2022, 03:57:23 PM
Can you make comppatch so I can use the artillery station with Machine battle station?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: boggled on November 18, 2022, 06:19:38 PM
Can you make comppatch so I can use the artillery station with Machine battle station?

I'm not sure what you're referring to.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: e on November 18, 2022, 09:17:06 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: Moomoomaster69 on November 19, 2022, 06:36:11 AM
ye
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: boggled on November 19, 2022, 02:58:11 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: e on November 19, 2022, 07:22:57 PM
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.

Awesome! Let's hope it's not a difficult process.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: Moomoomaster69 on November 20, 2022, 07:11:33 AM
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.
tysm
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: WeWickYou on November 20, 2022, 11:49:56 AM
is there a way to "fastbuild" a terraforming project? or make it faster (other than modifying setting files)
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: boggled on November 20, 2022, 12:30:23 PM
is there a way to "fastbuild" a terraforming project? or make it faster (other than modifying setting files)

No, there's not a console command to immediately complete a terraforming project. The only way to speed them up is to modify the duration using the settings file.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: Histidine on November 21, 2022, 07:00:48 AM
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: java
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);
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: SirHartley on November 21, 2022, 11:19:06 AM
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.
Hello! I'm the author of TASC. How can I add compatibility with the IndEvo artillery station to the Remnant station from TASC?
Hey! I thought I'd pop over and tell you here, it's more likely you'll see it that way.

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);
        }
    }
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: boggled on November 21, 2022, 02:38:55 PM
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: java
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);

Ok, I'll add that to the next patch. Thanks for helping me out with this!

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.
Hello! I'm the author of TASC. How can I add compatibility with the IndEvo artillery station to the Remnant station from TASC?
Hey! I thought I'd pop over and tell you here, it's more likely you'll see it that way.

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);
        }
    }

Ok, I'll that to the next patch too. Thanks!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: GreekPerseus on November 21, 2022, 07:04:23 PM
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
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: Geirby on November 22, 2022, 09:59:12 AM
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)

Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: boggled on November 22, 2022, 06:36:50 PM
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

I've addressed this several times before in this thread - essentially, the defense malus forces the player to make difficult decisions regarding how they want to lay out their colonies, instead of just duplicating an "ideal" configuration on every planet. I think allowing the player to mitigate the defense penalty would make the gameplay worse.

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)



Be sure to completely delete the old TASC folder being updating to a new version. If you just merge in the new folder it will cause that error.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: edixo on November 24, 2022, 11:31:14 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: boggled on November 25, 2022, 08:22:16 AM
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.

No, you would have to edit the source code and recompile to do that. I'll add a settings toggle in the next patch for this.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: Reshy on November 28, 2022, 09:34:27 AM
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?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: boggled on November 28, 2022, 09:37:43 AM
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?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: TheTangy on November 28, 2022, 12:06:08 PM
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?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: boggled on November 28, 2022, 12:19:12 PM
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?

No, AI factions don't use TASC features.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: Reshy on December 01, 2022, 06:23:15 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: AfaroX on December 02, 2022, 05:57:03 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: boggled on December 02, 2022, 06:21:41 AM
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.

That's an interesting idea, but I think it's lore incompatible because the player doesn't get blueprints for destroying regular ships, which is explained as the player needing DRM-like chips to fabricate them.

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.

I think you have to right click on one of the squares in the ability bar, and then a menu will show up allowing you to change which ability is slotted there.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: Viking8008 on December 02, 2022, 10:57:04 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: boggled on December 02, 2022, 11:21:58 AM
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?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: Viking8008 on December 02, 2022, 01:16:58 PM
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?

1) Yes, she allowed me.
2) No, I didnt but ty for a suggestion!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: Raif Redacted on December 03, 2022, 11:57:02 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: Reshy on December 04, 2022, 03:03:13 AM
I have a suggestion, but might it be worth considering making a quest line similar to the Red Planet to unlock the terraforming technologies?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: YourLocalMairaaboo on December 04, 2022, 04:40:43 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: boggled on December 04, 2022, 08:48:58 AM
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.

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.

In a previous version of the mod I had two long questlines with branching paths to unlock lobster seeding on water worlds and gate construction. I decided to remove them for a number of reasons -

1. I'm not an author. Many players probably thought the dialogue and plot were poorly written (although there was some positive feedback too, which I appreciated!).
2. The quest didn't work if the player was using a randomized sector.
3. Once the player completed the quest for the first time, it would be boring to have to complete it again in subsequent playthroughs since they already know everything.
4. Developing quests is extremely time consuming, especially when they have branching paths based on the player's choices. Given the lack of replay value, this wasn't a good use of my time.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: e on December 04, 2022, 09:03:43 AM
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.

Disagree. Stuff in the mod and terraforming stuff is very self-explanatory and as easy to understand as it can possibly be. If you don't like the number of days it takes for projects to complete, there is a settings file to edit those values to your liking.

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?

Now i'm doubting you actually look into main post, here, let me pull the info for you mate, since you're not gonna search for it:

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

The Astropolis is what exactly?

Now i'm actually not sure you payed attention to the vanilla game. This is a lore thing and also explained in the main post.

Spoiler
Construct a station in orbit around the planet where the industry is built. By default, up to three can be constructed per planet. The station has no resources and 100% hazard by default. The hazard and accessibility can be modified in the settings file. "Cramped Quarters" can also be enabled in the settings file. This will put a growth penalty on the station once it grows beyond a certain size.
[close]
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: YourLocalMairaaboo on December 04, 2022, 12:41:39 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: boggled on December 04, 2022, 01:00:40 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: YourLocalMairaaboo on December 04, 2022, 01:18:30 PM
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.
Yes, yes it does. And its relevance for games with your mod is obvious.
Thanks!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: BladedQueen on December 04, 2022, 02:03:38 PM
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

Great mod all around, have used it in every playthrough over the past few years.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: e on December 04, 2022, 02:18:31 PM
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)
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: boggled on December 04, 2022, 03:10:20 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: NocturneOfSolace on December 04, 2022, 03:56:13 PM
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
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: boggled on December 04, 2022, 05:49:39 PM
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

I'm glad you're enjoying the mod!

You can build stations by right clicking a slot on your ability bar and adding the respective station construction abilities.

I have a list of planned features on the original post - the mod is mostly complete but there are a couple major changes/features I do intend to add.

Having the CHAMELEON reveal Pather and/or pirate bases is an interesting idea. After seeing the some of the recent blog posts from Alex, I think the CHAMELEON may end up being reworked entirely when the next vanilla update comes out, so I'm going to hold off on changing it until then.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: BladedQueen on December 04, 2022, 10:08:43 PM
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.

Happy to hear this is coming. Never shall a system of mine have two of the same planet type!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: Reshy on December 04, 2022, 10:33:25 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: Raif Redacted on December 05, 2022, 05:19:06 AM
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).
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: boggled on December 05, 2022, 06:17:48 AM
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.

Hmm, it's my intention that astropoli can be built around autonomous colonies. I'll fix that in the next patch.

I don't think it's a good idea to make stations simply change factions when they become decivilized - that's a big deviation from the vanilla behavior and I think it would cause a lot of problems.

Ideally stations from other mods with resource deposits or other conditions should regain those deposits/conditions if they're recolonized by the player. This is non-trivial to do from a coding standpoint though. I'll look into it but no promises!

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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: demolish238 on December 05, 2022, 07:58:34 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: boggled on December 05, 2022, 08:02:56 AM
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.

Terraforming of volcanic planets is not possible in the current version of the mod. I'll look into adding a settings toggle for it, but I'm not sure how much work it would take, and I think terraforming of volcanic planets would be bad for gameplay and few players would enable it (based on what I saw back when I collecting usage data).
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: Raif Redacted on December 05, 2022, 08:26:23 AM
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.

I agree that mods should sometimes have settings off by default but, at the best, not telling people what some functionality does is unfortunate for those who would love to try some of it. 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. Cheers on the mod itself. Hopefully you decide to explain it more in the initial post.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: boggled on December 05, 2022, 08:31:29 AM
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.

TASC is open source - see https://github.com/boggled-starsector/boggled_modpack/raw/master/TASC-Source.zip. Players can view the source code if there's any question about what's in it or how exactly it works.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: Buggie on December 05, 2022, 08:22:59 PM
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,

Code
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)

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
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: boggled on December 06, 2022, 06:55:22 AM
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,

Code
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)

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

Sorry about this! I tried a bunch of different things to identify the cause and fix it for truly, but unfortunately I wasn't able to. I couldn't even replicate it - following the exact series of steps truly did failed to cause the crash on my system.

Though the crash is caused by Cramped Quarters (which runs even if disabled in the settings file), I think the root cause is something else, possibly caused by another mod. I think it has to do with the internal state of a market becoming corrupted or invalid during a very long duration campaign, since both you and truly have a ton of hours on the save file that experienced the issue.

truly found that the issue began right after destroying a market from another mod, and didn't happen if he avoided destroying it - did you do something similar before the crash started happening?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: NovaSnake on December 06, 2022, 12:44:46 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: boggled on December 06, 2022, 12:46:51 PM
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.

No, I don't intend to add that feature. Sorry!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: Serenitis on December 07, 2022, 11:11:32 AM
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:

* 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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: boggled on December 07, 2022, 11:29:37 AM
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:
  • 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).
What this will not do:
  • 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'm not convinced something like this would improve gameplay. I deliberately avoided giving the player a way to suppress certain conditions (like tectonics and extreme heat/cold) because the limitations create a sense of realism and force the player to make interesting decisions about which planets to colonize, rather than terraforming being akin to a console command to create the perfect colony anywhere. If I allow the player to suppress tectonics and extreme heat on volcanic planets, they would expect to be able to do so on all planet types.

Also, I think the cryoarithmetic engine is particularly offensive from a lore/realism standpoint compared to most of the other special items, so I don't want to give it a more prominent role in TASC.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: Reshy on December 07, 2022, 11:37:27 AM
I do think that volcanic worlds though should be able to have an atmospheric processor to help with Toxicity/Density issues.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: boggled on December 07, 2022, 11:41:09 AM
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?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: e on December 07, 2022, 01:48:45 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: boggled on December 07, 2022, 02:04:36 PM
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.

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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: Serenitis on December 08, 2022, 04:35:08 AM
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.
To y'know, process all that atmosphere that's getting pumped full of muck.
At least that's how I rationalised it. Cost vs effect.

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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: boggled on December 08, 2022, 06:13:02 AM
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 don't think "partial" suppression is doable using the vanilla API - it's all or nothing. 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).
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: Reshy on December 08, 2022, 10:35:13 AM
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?

Well, that's why you need to keep the processor around, but there's also volcanic planets without a toxic atmosphere.  I imagine it's more like "you're removing the millions of years of toxic fumes building up in the atmosphere" rather than removing it permanently forever.  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.  At least that's what makes sense to me, though you're the modder and have the final say of course.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: Serenitis on December 09, 2022, 07:01:55 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: Donahue on December 13, 2022, 01:08:09 PM
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?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: boggled on December 13, 2022, 01:24:35 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: Donahue on December 14, 2022, 08:28:12 PM
No, a feature like that has never been in TASC. Stations built using TASC are part of the player's faction initially.

Yeah, it definitely wasn't TASC. It's a Nexerelin feature.  You can build an autonomous station with a gamma core.  It acts like one of those abandone station around the sector that you can use to store stuff but with the benefit of generation some supplies and fuel for you as well.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: YourLocalMairaaboo on December 16, 2022, 02:31:03 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: boggled on December 16, 2022, 06:08:59 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: YourLocalMairaaboo on December 16, 2022, 08:17:07 AM
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.
I see... Makes sense, I guess.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: Floorbo on December 16, 2022, 01:23:46 PM
release the ability's to make coronal hypershunts this is what i want for Christmas.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: boggled on December 16, 2022, 01:25:26 PM
release the ability's to make coronal hypershunts this is what i want for Christmas.

No promises, but I'll try!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: Floorbo on December 17, 2022, 12:31:06 AM
release the ability's to make coronal hypershunts this is what i want for Christmas.

No promises, but I'll try!
thank you
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: YourLocalMairaaboo on December 17, 2022, 01:16:04 AM
release 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?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: NocturneOfSolace on December 20, 2022, 03:18:00 AM
'DIY Planets - Compatible if terraforming is disabled in TASC.'

How do I do this?

EDIT: nevermind, dumb question
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: FrackaMir on December 22, 2022, 07:13:36 AM
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
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: boggled on December 22, 2022, 07:16:51 AM
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

Makeshift habitats are not part of TASC. Only construction of mining stations, siphon stations and astropolis stations are part of TASC.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: Dadada on December 22, 2022, 08:52:02 AM
Makeshift habitats are from Secrets of the Frontier: https://fractalsoftworks.com/forum/index.php?topic=15820.0
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: FrackaMir on December 22, 2022, 07:37:43 PM
Huh, I must've confused it with TASC then, given the station construction abilities.

My apologies
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: Ghost47 on December 26, 2022, 04:35:14 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: boggled on December 26, 2022, 05:58:27 PM
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.

I'm glad you're enjoying the mod!

You can turn off the terraforming features in TASC mid-save and it will be fine.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: Gundamfan on December 27, 2022, 04:04:23 AM
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",
      },
   }   
}
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: boggled on December 27, 2022, 05:57:21 AM
Spoiler
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",
      },
   }   
}
[close]

If you're having trouble with your config file being invalid, please delete your TASC folder and redownload it, then make changes to the config file one at a time and undo the latest change if it causes a crash.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: e on December 28, 2022, 04:27:04 PM
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:
Code
jungle_charkha
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: boggled on December 29, 2022, 06:03:38 AM
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:
Code
jungle_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!).
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: e on December 30, 2022, 05:35:04 PM
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:
Code
jungle_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!).

Thanks for the update, now it works correctly!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
Post by: Snake on December 31, 2022, 01:05:47 PM
- Coronal Hypershunts can now be constructed by the player
oooh sweet! Was waiting for this one.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
Post by: YourLocalMairaaboo on December 31, 2022, 02:03:42 PM
Nice, I helped out!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
Post by: FatalStrings on January 01, 2023, 04:49:37 PM
is Odysseus still around? Ive been hanging around Penelope for a while now, still no odysseus.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
Post by: boggled on January 01, 2023, 06:37:49 PM
is Odysseus still around? Ive been hanging around Penelope for a while now, still no odysseus.

No, that quest was removed from the mod a long time ago. The vanilla main questline made it obsolete. Sorry!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
Post by: FatalStrings on January 01, 2023, 07:40:23 PM
aww :'(,  can I atleast get the ship? either as a derelict salvage or console spawn? or was it completely  removed from the mod?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
Post by: boggled on January 02, 2023, 07:07:26 AM
aww :'(,  can I atleast get the ship? either as a derelict salvage or console spawn? or was it completely  removed from the mod?

It's been completely removed from the mod.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
Post by: e on January 02, 2023, 04:11:34 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
Post by: boggled on January 02, 2023, 05:23:35 PM
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!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
Post by: e on January 02, 2023, 06:05:59 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
Post by: Moomoomaster69 on January 02, 2023, 07:28:20 PM
The Indevo artillery station still doesn't seem to be compatible with the remnant station
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
Post by: n3xuiz on January 03, 2023, 01:50:48 AM
The Indevo artillery station still doesn't seem to be compatible with the remnant station
can confirm.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
Post by: boggled on January 04, 2023, 05:24:31 PM
The Indevo artillery station still doesn't seem to be compatible with the remnant station
can confirm.

Yeah, it's my understanding that per SirHartley's comment in this thread, he also needs to release an update to IndEvo to make the remnant station compatible with artillery stations. I don't think IndEvo has been updated since that comment, so I expect it won't work yet.

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.

This is an interesting suggestion, but I think it differs from mining and siphon stations in that there's no explanation for it from a lore standpoint. Mining stations mine asteroids, and siphon stations pull volatiles up from the atmosphere of gas giants (per the vanilla lore). I'm not sure how a station can extract relics from the dirt from orbit, and if that's possible, why not farm from orbit too?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
Post by: TechNinjaSigma on January 04, 2023, 06:29:50 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
Post by: boggled on January 05, 2023, 04:36:55 PM
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.

I'm glad you're enjoying the mod!

It's not possible to make colonies "worse" with hazardous conditions to enable special item use. I considered that but I think it would make gameplay worse and be lore incompatible.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
Post by: Kiith on January 06, 2023, 02:31:53 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
Post by: Aran1 on January 06, 2023, 02:56:51 PM
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.

[attachment deleted by admin]
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
Post by: boggled on January 07, 2023, 07:16:09 AM
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.)?

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.

I'll leave it up to you to discover what the best configurations are for astropolis stations!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
Post by: taerkar on January 07, 2023, 06:37:22 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
Post by: Aran1 on January 07, 2023, 07:11:42 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
Post by: boggled on January 08, 2023, 07:21:53 AM
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.

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.

So essentially you tried to build three astropolis stations around a single planet, and two of them spawned in the same location?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
Post by: taerkar on January 08, 2023, 07:49:33 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
Post by: boggled on January 08, 2023, 09:46:52 AM
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.

I took a look and there was a bug in the Cramped Quarters population growth calculation. I'll issue an update soon to fix it. Thanks for letting me know about this, and sorry for the inconvenience!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
Post by: paulogabbi on January 09, 2023, 05:24:44 AM
any way to remove transplutonics from a planet ? each planet i want to place the farming item it have transplutonics sadly
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
Post by: boggled on January 09, 2023, 05:42:38 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
Post by: YourLocalMairaaboo on January 09, 2023, 08:33:00 AM
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.
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
Post by: Aran1 on January 10, 2023, 05:15:20 AM
So essentially you tried to build three astropolis stations around a single planet, and two of them spawned in the same location?
yes
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
Post by: paulogabbi on January 10, 2023, 06:04:34 AM
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.
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.
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 this
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
Post by: Stelarwand030 on January 11, 2023, 06:45:30 PM
Does this need a new game or can you add it to an existing save?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
Post by: boggled on January 12, 2023, 04:19:38 PM
So essentially you tried to build three astropolis stations around a single planet, and two of them spawned in the same location?
yes

I'll take a look at this and see if I can figure out what's going on. Thanks for reporting it!

Does this need a new game or can you add it to an existing save?

You can add it to an existing save.

Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
Post by: SpiceyT on January 14, 2023, 05:26:24 PM
Hi, are there any commands using consolecommands mod or devmode options to speed up/instantly finish terraforming options? Changing planet types directly through console commands dosen't seem to work properly with unknown skies planet types so this might be my only option.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
Post by: GHOST612 on January 15, 2023, 05:10:05 AM
Hi, is there a way to disable Domed cities but keep the underwater cities enabled?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
Post by: Dadada on January 15, 2023, 05:23:48 AM
\Starsector\mods\Terraforming and Station Construction\data\config
settings.json
Code
# 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,
Replace the numbers with 0 or 1...
Or grab proper code and execute it with the console, not that I can help with that...
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
Post by: boggled on January 15, 2023, 11:01:23 AM
Hi, is there a way to disable Domed cities but keep the underwater cities enabled?

Nope, sorry! I'm not going to add this option because it would require a decent amount of development work and I think very few players would use it. Domed Cities and Underwater Cities are the same building with different effects/appearance depending on the planet type, and other parts of the mod rely on that.

\Starsector\mods\Terraforming and Station Construction\data\config
settings.json
Code
# 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,
Replace the numbers with 0 or 1...
Or grab proper code and execute it with the console, not that I can help with that...

This is correct. You can make the projects complete in less time using the settings file, or you can write a custom console command to do it. I'm not aware of any existing ones that will do what you're looking for.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
Post by: Bunkeror on January 18, 2023, 12:41:52 PM
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
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
Post by: boggled on January 18, 2023, 03:28:18 PM
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

World Symbols are not from TASC - wrong mod!

Mining stations actually change their sprite to a larger one if the market size gets large enough.

I'm not going to change or remove the Domed Cities defense penalty. I've addressed this several times in this thread so I won't reiterate my logic here.

That's an interesting idea regarding the PK device, but destroying/removing planets can cause bugs with vanilla or other mods. Also, this would require a lot of development time, and the PK device is a non-default feature so it would see relatively little use by players.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
Post by: SpacewolfeCZ on January 21, 2023, 05:40:19 AM
Hello!
Is there a way to finagle the configs to terraform gas giant planets as well?

Thanks
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
Post by: boggled on January 21, 2023, 01:33:50 PM
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!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
Post by: e on January 21, 2023, 07:25:16 PM
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?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
Post by: OneStepp on January 21, 2023, 09:41:47 PM
Seems like resource improvements are straight up overpowered?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
Post by: XM16E on January 22, 2023, 01:48:31 AM
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?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
Post by: Nérévar42 on January 22, 2023, 02:23:22 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
Post by: boggled on January 22, 2023, 09:42:22 AM
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?

Good catch - this is unintended and I'll fix it for the next patch. Thank you!

Seems like resource improvements are straight up overpowered?

By the time the player can utilize resource improvements, they're in the mid to late game and can already do almost anything they want.

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?

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.

I'm not going to change the default illustration for stations because it leaves the appearance of the station to the player's imagination, and I don't have good artwork to represent what I think the stations should look like. If you don't like the default, you can modify it using the custom_entities.json file or the Illustrated Entities mod.

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.

I'm glad you're enjoying the mod!

I looked into this and it's a UI bug - construction is still progressing, it's just not displayed properly. I'll fix this in the next patch. Sorry about the bug, and thanks for reporting it!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: XM16E on January 22, 2023, 10:07:34 PM
Quote
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.

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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on January 23, 2023, 06:08:41 AM
Quote
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.

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.

Ah, I see what you mean. If I were to implement something like this I imagine relatively few players would use it since they could build mining or siphon stations that have resource deposits instead. Given that few players would use it, I don't think it's a good use of my development time. Sorry!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: RoquetheRogue on January 23, 2023, 11:14:56 AM
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
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on January 23, 2023, 11:39:14 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: RoquetheRogue on January 23, 2023, 05:05:17 PM
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
having some of its fleets malfunction/build a hostile nexus (can be balanced to be weaker but have a period of growth if left unchecked) could be very cool, example of balance, if at all possible..

We could tie the likelihood of it happening to the type of Core being used by the station, with gamma cores giving a chance for fleets to simply malfunction sometimes, all the way to alpha cores allowing malfunctioning fleets to sometimes divert resources to build a (Hostile even if allied with remnants) a nexus somewhere in the system, higher cores such as beta and alpha have lower chances of malfunctioning, especially alpha cores, however alpha cores when they do malf they go rogue and build a nexus to operate from.

This way it pays homage of the sheer power but unpredictable (albeit predictable in this case) nature of Alpha Cores.

I wonder, could these remnant fleets go hostile even during fleet battles?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on January 23, 2023, 05:09:41 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: RoquetheRogue on January 23, 2023, 06:28:00 PM
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.

Might just be me, I have been running some really "interesting" mods that when combined makes my ships and stations absolute monsters in combat, it's been chewing inspection fleets all on it's lonesome now.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: NovaSnake on January 26, 2023, 06:02:48 PM
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?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: vicegrip on January 27, 2023, 02:24:30 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
Post by: YourLocalMairaaboo on January 27, 2023, 06:12:48 AM
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!
Hitting it with a PK turns it into an irradiated world, but that can only be marginally upgraded, still.
Learned that on a test game with lucifron.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on January 27, 2023, 07:06:55 AM
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.

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!
Hitting it with a PK turns it into an irradiated world, but that can only be marginally upgraded, still.
Learned that on a test game with lucifron.

That's a bug - what mod is that planet from?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: not a luddic path member on January 31, 2023, 11:18:38 PM
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]
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on February 02, 2023, 04:23:48 AM
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]

Thanks for reporting this - I'll fix it in the next patch!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: RoquetheRogue on February 02, 2023, 05:45:11 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: YourLocalMairaaboo on February 02, 2023, 07:25:23 AM
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.

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!
Hitting it with a PK turns it into an irradiated world, but that can only be marginally upgraded, still.
Learned that on a test game with lucifron.

That's a bug - what mod is that planet from?
Legio Infernalis gas giant, from Tahlan Shipworks. It MAY have been solved already.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Serenitis on February 02, 2023, 01:31:44 PM
Quote
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.
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.)
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on February 02, 2023, 03:28:56 PM
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.

Are you using the Everybody Loves KoC mod and/or randomized sector generation? If not, Agreus should have a Domain Archeology building producing Domain-era artifacts from the start of the game.

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.

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!
Hitting it with a PK turns it into an irradiated world, but that can only be marginally upgraded, still.
Learned that on a test game with lucifron.

That's a bug - what mod is that planet from?
Legio Infernalis gas giant, from Tahlan Shipworks. It MAY have been solved already.

Ok, thanks for letting me know about this. I'll add support in the next patch.

Quote
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.
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.)

Hmm, you're right about the problems with this change. I'll revisit this in the next patch and find a better solution.

In the meantime, players can use console commands to add Domain Archaeology back to Agreus (or some other NPC planet). Sorry about the inconvenience!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Fwiffo on February 03, 2023, 12:42:26 AM
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. :)
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: RoquetheRogue on February 03, 2023, 03:31:47 AM
I am using everybody loves KoC yes, is that the one breaking the sector? shiiz
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on February 03, 2023, 05:20:19 AM
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. :)

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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Fwiffo on February 03, 2023, 07:13:17 AM

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.
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
I was looking for them on the same planet Kletka was on, but I can see that there are indeed AI cores in my main storage colony. Just didn't know they gathered along with custom production, thanks!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: StriderGunship on February 03, 2023, 07:47:32 AM
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?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on February 03, 2023, 08:40:09 AM
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?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: StriderGunship on February 03, 2023, 08:51:08 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on February 03, 2023, 08:56:55 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: StriderGunship on February 03, 2023, 11:17:48 AM
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?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on February 03, 2023, 11:21:47 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: StriderGunship on February 03, 2023, 11:29:04 AM
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.

[attachment deleted by admin]
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on February 03, 2023, 11:30:40 AM
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.

That building is from some other mod - not TASC.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: StriderGunship on February 03, 2023, 11:33:20 AM
Yes, I found the right one after I enabled it in the settings, thought it was yours.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Corelious on February 22, 2023, 10:57:51 AM
... How do I build any of the space stations?  I cannot for the life of me figure it out.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Requiemfang on February 22, 2023, 02:24:56 PM
... How do I build any of the space stations?  I cannot for the life of me figure it out.

there are skills for that, need to set them to the skill bar
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: MenacingCaptain on February 26, 2023, 04:37:09 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on February 27, 2023, 06:09:27 AM
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?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Edix on February 27, 2023, 10:19:04 AM
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?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: MenacingCaptain on February 27, 2023, 10:22:02 AM
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?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on February 27, 2023, 11:39:27 AM
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?

Yeah, you should set boggledStellarReflectorArrayMarketAutoPlacementEnabled to false.

Thanks for mentioning this - disabling terraforming should also disable auto placement on vanilla colonies, but I missed that when I was coding this.

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?

Possibly. I'll do some testing to find out for sure. If I can't replicate this issue, I'll include a debug option in the next patch to help identify why TASC isn't seeing that star as a blue giant.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: e on February 27, 2023, 08:22:14 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on February 28, 2023, 03:32:20 PM
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!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: e on February 28, 2023, 05:01:56 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on March 01, 2023, 04:06:52 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: e on March 01, 2023, 04:45:17 PM
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.

It seems like you're not the only one with that concern as mentioned here, in these patch notes for this mod. (https://fractalsoftworks.com/forum/index.php?topic=15272.msg385040#msg385040)

Or at least the text gives the implication that LunaLib can be used for QoL but it's not needed strictly.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Vendral on March 19, 2023, 02:01:47 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on March 19, 2023, 05:45:34 PM
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.

Thanks for reporting this! It may not be possible to fix, but I will look into it!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: serinok on March 21, 2023, 07:58:58 PM
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?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Edix on March 21, 2023, 08:58:34 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on March 22, 2023, 06:12:15 AM
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.


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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: kaoswreck on March 27, 2023, 03:02:09 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on March 27, 2023, 04:58:31 PM
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!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: kaoswreck on March 27, 2023, 05:29:12 PM
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!
Not a problem! Was just wondering, thanks for responding!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Texas Redhawk on March 27, 2023, 09:29:22 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Konturga on March 28, 2023, 05:25:07 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: NeuFlaas on March 29, 2023, 07:19:15 AM
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
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on March 29, 2023, 11:21:05 AM
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?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: NeuFlaas on March 29, 2023, 03:58:26 PM
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!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on March 29, 2023, 04:54:39 PM
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!

I'm glad to hear that! Sorry for the inconvenience!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: darkfowl on March 29, 2023, 06:28:27 PM
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?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Maelstrom on March 29, 2023, 08:45:20 PM
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
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on March 30, 2023, 06:34:05 AM
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?

Nothing except consume Domain-era artifacts. It exists to create an export market so the player can generate revenue from mining them.

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

Is it only terraformed planets that lack city lights, or do "vanilla" ones the player colonizes outside the core world also lack them?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Maelstrom on March 30, 2023, 09:32:04 AM
Afaik, all colonies lack them, and only select vanilla ones/modded ones have them
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on March 30, 2023, 10:08:44 AM
Afaik, all colonies lack them, and only select vanilla ones/modded ones have them

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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Edix on March 30, 2023, 10:22:00 AM
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...
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on March 30, 2023, 10:58:05 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Edix on March 30, 2023, 11:49:23 AM
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.

I just checked.... Exiled space. oops.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Zordiark Darkeater on March 31, 2023, 01:31:31 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: A_Random_Dude on March 31, 2023, 03:52:39 PM
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).
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Zordiark Darkeater on March 31, 2023, 05:10:06 PM
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).

I only now today noticed there are a Bunch of stuff dissabled in the mod settings.
They are nice stuff why are they dissabled ?

Turned them on they work great soooo i have no idea why they are dissabled X.X
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: A_Random_Dude on March 31, 2023, 05:31:00 PM
Disabled*

And mostly because Boggled doesn't really feel like it fits his mod proper, but still has some potential for those who are interested.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Texas Redhawk on April 01, 2023, 05:12:40 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: YourLocalMairaaboo on April 01, 2023, 08:37:09 AM
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.
This. Depending on what you get, you can create amazing agri worlds, half decent volatiles sources, or just slash hazard by a lot.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: basileus on April 01, 2023, 09:51:52 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Maelstrom on April 01, 2023, 10:22:28 AM

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.

That would be awesome!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Maelstrom on April 01, 2023, 10:28:58 AM
you would need to add blacklists to planets that already have the city lights though in order to not have conflicts with them
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on April 01, 2023, 10:42:05 AM
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.

Yeah, you're right about the lore issues with requiring water on jungle worlds. It's about balance and also simplicity - I want to have only three "levels" of water (large amount, moderate, none) and have all planet types within the same water "level" behave identically.

you would need to add blacklists to planets that already have the city lights though in order to not have conflicts with them

Yup. Implementing this feature will require a good amount of work and testing so I'll probably save it for last if I do end up adding it.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Zordiark Darkeater on April 01, 2023, 01:11:36 PM
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.

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 ?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Zebulon on April 02, 2023, 12:35:14 PM
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
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Zordiark Darkeater on April 02, 2023, 04:40:22 PM
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

Yes you can

Go into your mod folder

Starsector/mods/Terraforming and Station Construction/data/config/settings

Open the settings file with Notepad.

You can Turn on/off everything one by one.
There are even extra buildings that are cool and are turned off by default ( they work great )
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: bigmealsushi on April 03, 2023, 02:09:46 AM
Is anyone running to the issue of game crash when attempting to abandone station btw? ( This was a siphon station i created )
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on April 03, 2023, 06:02:52 AM
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

Not purely using the settings file. If you want this, you'll have to edit rules.csv to remove the colony menu option for terraforming projects.

Is anyone running to the issue of game crash when attempting to abandone station btw? ( This was a siphon station i created )


Please post the stack trace of the crash so we can see what's causing it.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Texas Redhawk on April 03, 2023, 07:17:37 AM
Is anyone running to the issue of game crash when attempting to abandone station btw? ( This was a siphon station i created )

Trying to abandon a colony always causes a crash for me, regardless of whether it's a station or not. Not sure that's a TASC issue.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: JenkoRun on April 04, 2023, 07:32:48 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on April 04, 2023, 07:36:37 AM
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.

You can probably change the color of the star by modifying the vanilla/core files. Either way, I don't think many players would use a feature like this, and it isn't lore compatible.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: basileus on April 04, 2023, 08:15:33 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: YourLocalMairaaboo on April 04, 2023, 08:54:08 AM
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.
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Texas Redhawk on April 04, 2023, 10:07:39 AM
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 ?

Having just noticed this post, I do believe Unknown Skies is probably the reason you're having a problem. As far as I'm aware TASC doesn't have an Unknown Skies patch yet.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: JenkoRun on April 04, 2023, 12:27:11 PM
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.
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) that
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Pie Guy on April 06, 2023, 04:56:53 PM
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.)?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Edix on April 06, 2023, 05:15:08 PM
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?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Pie Guy on April 06, 2023, 05:26:33 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on April 07, 2023, 08:48:16 AM
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.

No, this can't be configured in the settings file. It would be necessary to edit the source code and rebuild TASC. Sorry!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Kh0rnet on April 08, 2023, 06:51:03 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Insolent Peon on April 08, 2023, 09:02:46 AM
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.

Just found out the hard way that this is the case in my most recent game. Since that particular world had heat, I ended up re-terraforming into a jungle world (same farming/organic output, no volatiles).
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on April 08, 2023, 10:38:32 AM
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.

Tectonic activity will not be removed by terraforming. Planet temperatures don't change either as a result of terraforming, but can be suppressed by buildings like the stellar reflector array.

Yes, trace volatiles will be added to the planet even though it blocks soil nanites. This is intentional and there's some discussion about my reasoning earlier in this thread.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Oni on April 10, 2023, 11:32:48 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on April 10, 2023, 11:39:19 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Oni on April 10, 2023, 12:36:57 PM
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.

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]
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on April 10, 2023, 12:39:39 PM
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.

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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Oni on April 10, 2023, 12:45:01 PM
.... 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?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on April 10, 2023, 12:53:19 PM
.... 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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Oni on April 10, 2023, 01:55:21 PM
.... 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?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on April 10, 2023, 01:56:46 PM
.... 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?

TASC supports adding lobsters to water worlds. See the mod guide on the original post.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: YourLocalMairaaboo on April 13, 2023, 10:13:52 AM
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?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on April 13, 2023, 10:14:53 AM
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?

Sure, I can investigate. Thanks for letting me know about this!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Kh0rnet on April 13, 2023, 01:12:28 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on April 13, 2023, 01:23:03 PM
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.

Huh, I haven't seen this bug before. I think this should be fairly simple to fix - I'll address it in the next patch. Thanks for reporting this!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Kh0rnet on April 13, 2023, 01:57:50 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on April 13, 2023, 04:40:31 PM
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.

Yeah, that sounds like a Nexerelin bug. I'll probably make changes in TASC to treat "Decivilized" the same as "Decivilized Subpopulation" as an additional safeguard. Thanks again for letting me know about this!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Kh0rnet on April 14, 2023, 05:29:48 AM
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).
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: YourLocalMairaaboo on April 14, 2023, 05:46:49 AM
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...
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on April 14, 2023, 06:47:38 AM
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...

Even in 0.96, that would require modifying vanilla files, which I want to avoid. If that wasn't an issue, I agree this would be a good change.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: SnowToad on April 15, 2023, 01:02:17 AM
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?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: JuliannaClarke on April 15, 2023, 03:47:08 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on April 15, 2023, 08:08:27 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: YourLocalMairaaboo on April 15, 2023, 12:00:37 PM
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.
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: YourLocalMairaaboo on April 15, 2023, 12:03:04 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: YourLocalMairaaboo on April 15, 2023, 12:13:39 PM
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.)
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: SirHartley on April 16, 2023, 04:49:49 AM
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
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Oni on April 16, 2023, 11:33:19 AM
...
TASC supports adding lobsters to water worlds. See the mod guide on the original post.
Don't think it adds it to the demanded economy market though (ie making deficits to sell to), pity that.
Oh well, guess I'll have to live without.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: YourLocalMairaaboo on April 16, 2023, 02:28:52 PM
...
TASC supports adding lobsters to water worlds. See the mod guide on the original post.
Don't think it adds it to the demanded economy market though (ie making deficits to sell to), pity that.
Oh well, guess I'll have to live without.
If that is what you want, you may want to add "A small mod regarding lobster proliferation."
Link: https://fractalsoftworks.com/forum/index.php?topic=19933.0
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on April 16, 2023, 03:00:49 PM
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.

Oh, I understand now. I'm not sure this would be very interesting or improve gameplay, and the base game doesn't have any stations like this as far as I know.

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 don't plan to add a GUI option to select the station sprite. I don't have any station sprites besides the ones included in the mod, so it would be pointless unless the player added their own sprites into the mod files.

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.)

I do plan to add remote control for terraforming in an upcoming patch. I can't provide an ETA right now, but with the new version of the base game being released soon, I think you can expect some updates from me within the next few months.

As for nebula terraforming with the fusion lamp, I have some ideas about an interesting way to implement this, but I don't want to guarantee it will added. There might be technical or gameplay reasons why it doesn't work.

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

Hey, those images are pretty good and match the Starsector art style, but I'm not sure they fit with the industries you mentioned. Something like server racks or network cables might be more appropriate for the Kletka Simulator and CHAMELEON, and an excavation site or a lab might fit Domain Archaeology.

I think they would work great for some other buildings in TASC. Are you OK with me using them for that purpose?

...
TASC supports adding lobsters to water worlds. See the mod guide on the original post.
Don't think it adds it to the demanded economy market though (ie making deficits to sell to), pity that.
Oh well, guess I'll have to live without.

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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: SirHartley on April 16, 2023, 03:36:13 PM
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!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on April 16, 2023, 03:54:48 PM
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!

Thank you!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Gift-of-Life on April 16, 2023, 07:26:56 PM
Thank you for the updates!  ;)
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Oni on April 16, 2023, 08:06:25 PM
....If that is what you want, you may want to add "A small mod regarding lobster proliferation."
Link: https://fractalsoftworks.com/forum/index.php?topic=19933.0
Yes, I know.
That was the mod that had a conflict with Aquaculture.  ???
.... 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....
As you can see.

... 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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on April 17, 2023, 04:09:18 PM
Thank you for the updates!  ;)

No problem! I'm glad you're enjoying the mod!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Kaysaar on April 19, 2023, 05:01:22 PM
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
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on April 19, 2023, 05:28:27 PM
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

Hello, please see https://github.com/boggled-starsector/boggled_modpack/raw/master/TASC-Source.zip for the source code. If you encounter any trouble fixing the bug I would be happy to help!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: MoyaOto on April 22, 2023, 02:58:44 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on April 22, 2023, 04:58:46 AM
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.

You can disable those stations in the settings file if you think they shouldn't exist!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Kaysaar on April 25, 2023, 04:33:20 AM
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 ^^
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on April 25, 2023, 05:10:20 AM
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 ^^

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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Kaysaar on April 25, 2023, 08:22:47 AM
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 ^^

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 can
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
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on April 25, 2023, 08:39:39 AM
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 ^^

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 can
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


Seems easy enough. Just let me know when you're ready for me to add that code.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: FreonRu on April 27, 2023, 11:28:21 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on April 28, 2023, 06:12:24 AM
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.

Hello,

I'm glad you're enjoying TASC!

I have those options disabled in the settings file because I think they're unbalanced or detract from gameplay. I left them in TASC because I know some players enjoy them, but I don't want to promote them on the main page, and it will cause confusion if players expect to see that content but don't realize they have to enable it in the settings file.

I'll look into adding lunalib support in the next patch.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: YourLocalMairaaboo on April 28, 2023, 07:34:18 AM
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?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on April 28, 2023, 07:37:17 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: YourLocalMairaaboo on April 28, 2023, 07:45:07 AM
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.
Fair enough. I have not checked astropoli yet, and did not notice syphons last time (mining stations are pure speculation), but good to know.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Damexius on April 28, 2023, 12:49:54 PM
The more you update, the more I become amazed at your mod.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on April 28, 2023, 03:00:27 PM
The more you update, the more I become amazed at your mod.

I'm glad you're enjoying TASC!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Meeplet on April 28, 2023, 08:14:08 PM
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!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on April 29, 2023, 06:57:49 PM
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!

Thanks for sending this to me! It definitely appears to be bugged - I'll see if I can figure out what's causing it.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Histidine on April 30, 2023, 08:34:28 AM
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).
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on April 30, 2023, 11:46:08 AM
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).

Absolutely! Anyone can copy any code they want from TASC.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: YourLocalMairaaboo on May 01, 2023, 11:47:41 AM
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?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on May 01, 2023, 11:49:54 AM
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?

Hmm, I can add support to recognize that item as a nanoforge for purposes of crafting. Thanks for letting me know about this!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: YourLocalMairaaboo on May 01, 2023, 12:07:02 PM
Normally it does not matter much, since only one exists, but apparently it isn't in the techmining blacklist for Content Unlocking missions, so I got it in the Agreus tech pallet. Still, for anyone that went plundering the UAF, it might be cool.
Thanks.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Histidine on May 02, 2023, 05:08:41 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Acarii on May 02, 2023, 11:41:30 AM
Would it be possible to allow players to add new items to the artifact list?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on May 02, 2023, 04:37:52 PM
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.

Hey, I've seen this before and did some extensive troubleshooting with a player who encountered it. If I recall correctly, a market can somehow get into an invalid state after the player has spent a lot of time on a particular save, and certain assumptions (like the market having a primary entity) end up no longer being true. I don't think it's caused by TASC, but maybe I'll change that function so it won't throw an exception if the market becomes invalid. Thanks for letting me know about this!

Would it be possible to allow players to add new items to the artifact list?

No, the player cannot add additional items to the artifact crafting list (without editing the source code and recompiling). I'll look into whether I can make this configurable in the future. Sorry!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: scorpico69 on May 06, 2023, 08:15:55 AM
@boggled

hi, please update your great mod for 0.96a.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: A_Random_Dude on May 06, 2023, 10:19:43 AM
Could've certainly not made that sound like an order.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: e on May 06, 2023, 11:20:20 AM
Could've certainly not made that sound like an order.

New version has less than 24 hours since release and people already are getting uppity.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on May 06, 2023, 12:00:32 PM
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!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: scorpico69 on May 07, 2023, 07:35:49 AM
i am sorry, my post was not meant to be an order.

i wanted to show my interest and excitement about the new update and this "must have" mod.

yeah, i forgot it is only a few hours after the update. my bad.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: YourLocalMairaaboo on May 07, 2023, 03:31:56 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on May 07, 2023, 05:44:33 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Terran Allias on May 07, 2023, 07:52:17 PM
I don't know if it was already suggested, but would it be possible to choose the appearance of the stations we can build?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: YourLocalMairaaboo on May 07, 2023, 10:07:48 PM
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.
The vanilla PK is one with lost codes. It serves as quest fodder, kinda like the Janus Prototype.
Maybe have it so you can't find TASC PK's om ruins, and can only make them after this quest?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: TalRaziid on May 08, 2023, 12:13:27 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: sziklamester on May 08, 2023, 02:55:59 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Something_Cringe on May 08, 2023, 05:09:42 AM
Is there anyway to install a plama dynamo on siphon stations?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on May 08, 2023, 06:09:39 AM
Is there anyway to install a plama dynamo on siphon stations?


Have you tried it? I thought it worked.

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.

I'm glad you're enjoying TASC!

I've been working on development for 0.96a and TASC does actually run on it. You merely have to change the gameVersion value in mod_info.json to 0.96a-RC8. Please let me know if you encounter any incompatibility issues once you start playing!

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.


Can you please post the stack trace? That would make it easer to identify the cause.

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.
The vanilla PK is one with lost codes. It serves as quest fodder, kinda like the Janus Prototype.
Maybe have it so you can't find TASC PK's om ruins, and can only make them after this quest?

Interesting... I'll have to play through that quest and figure out what to do.

I don't know if it was already suggested, but would it be possible to choose the appearance of the stations we can build?

There are some limited options for doing this in the settings file. You can also change the station sprites in the mod folder and the custom entities file.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: TalRaziid on May 08, 2023, 08:28:52 AM
"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?


Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on May 08, 2023, 08:34:50 AM
"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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: TalRaziid on May 08, 2023, 09:47:17 AM
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"
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on May 08, 2023, 10:10:35 AM
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"


That zip file appears to be empty. I'm sorry but I can't investigate this without the stack trace.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: TalRaziid on May 08, 2023, 10:44:08 AM
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
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on May 08, 2023, 11:09:40 AM
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

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.

I expected there would be problems with that building given the changes to colony threats in 0.96a.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: TalRaziid on May 08, 2023, 11:10:56 AM
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?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: evilsmoo on May 08, 2023, 08:54:11 PM
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?

There's a whole new thing where you can TALK to the pather base that's bothering your colony and get a mission.

Spoilah:
Spoiler
It's to get a planetkiller.  And really, what could go wrong with giving a terrorist group a planetkiller?  But, through the power of lies, I found it anyway.  Along with AUTOMATED versions of XIV ships!  Also: there's an option to give Kanta the planetkiller to stop pirate raids, but she will take a million credits instead.  Now I have a planetkiller, but no "codes to use it" if it even works.  I'm not sure they programmed something for that.  Not inclined to give it to Pathers.  Bribing Kanta turned off the pirate component, and the command center colony can handle the suppressed pathers alone, at least mostly.
[close]

As far as affecting this stuff with base items?  Hnnnn, looks complicated, best of luck.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: sziklamester on May 09, 2023, 08:01:04 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: TalRaziid on May 09, 2023, 10:47:22 AM
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.
I expected there would be problems with that building given the changes to colony threats in 0.96a.
Hey boss, is this one CHAMELEON-related too?
EDIT: Nevermind! Appears to be caused by mousing over a hullmod bp, so not this mod
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on May 09, 2023, 05:16:01 PM
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?

Did you test whether it still breaks if you don't use alpha cores?

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.

That's great news! It seems TASC is mostly working with 0.96a and the changes required are minimal. Thanks for testing!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: TalRaziid on May 09, 2023, 05:52:14 PM
Started a new game and have some governorships purchased, will post once i test for a bit over the next day or two.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: mortache on May 09, 2023, 06:38:59 PM
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
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: evilsmoo on May 09, 2023, 08:11:50 PM
I think I moused over something?  Log chunk, the rest is mostly my typos and a couple random things that didn't crash it.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: TalRaziid on May 09, 2023, 08:15:38 PM
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?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on May 10, 2023, 03:52:46 PM
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 anticipate that my forthcoming update for 0.96a will not be backwards compatible. Sorry!

I think I moused over something?  Log chunk, the rest is mostly my typos and a couple random things that didn't crash it.

Thanks for posting this! Looks like the Kletka Simulator and CHAMELEON share the same line of code that's throwing an exception in 0.96a. Please be sure to disable those buildings in the settings file and deconstruct them to avoid this.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: AzraelWalker on May 10, 2023, 11:07:58 PM
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?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Soviet Tom Bombadil on May 11, 2023, 03:50:06 PM
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?

As a general rule it's almost always better to restart after adding a major mod. Even when it works to keep playing after adding stuff I usually run into weird errors later on. Your mileage may vary though!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Codyrex123 on May 11, 2023, 03:54:58 PM
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?

For this mod in particular you probably won't miss much by not starting a new game, as it mainly adds structures you can build and abilities you can use.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on May 11, 2023, 06:31:27 PM
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?

TASC works fine if you add it mid game. I'm not aware of any bugs or problems having been caused by this.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: evilsmoo on May 11, 2023, 11:13:00 PM
And the Kletka seems to only crash if I actually go to that colony and mess with it, and then not ALL the time.

The new threat system is certainly annoying, probably intended to push back on people who make more than 3-4 colonies.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Kaysaar on May 12, 2023, 06:59:43 AM
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 ^^
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on May 12, 2023, 07:09:59 AM
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 ^^

PM sent.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Crimsteel on May 13, 2023, 01:33:44 PM
Can Fuel Production and Refining still mount Synchrotron Core and Catalytic Core (respectively) on No Atmosphere planets with Domed Cities built?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: YourLocalMairaaboo on May 13, 2023, 01:49:24 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: UltimateZapZap on May 13, 2023, 06:36:06 PM
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
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: AzraelWalker on May 14, 2023, 12:15:54 AM
Thank you to everyone who replied. Now to sit here patiently until it updates and then I will try it out.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: UltimateZapZap on May 14, 2023, 02:02:23 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on May 14, 2023, 05:32:57 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: mortache on May 14, 2023, 10:18:31 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on May 15, 2023, 06:17:37 AM
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.

Other than the pre-existing issues with the planet-killer (like destroying colonies that are necessary for quests) I didn't find any problems with it during testing.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: YourLocalMairaaboo on May 15, 2023, 06:23:48 AM
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.
Thankfully, I can overwrite it normally. There seem to be some major bugs with stations and IE.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on May 15, 2023, 06:30:01 AM
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!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: YourLocalMairaaboo on May 15, 2023, 06:36:25 AM
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?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on May 15, 2023, 06:51:34 AM
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?

I'm going to look into what's causing this bug, and then I'll decide what to do.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Blackclaw on May 15, 2023, 08:55:28 AM
Getting a crash when adding a AI Core to the Harmonic Damper

Logdump in Spoilers

Spoiler
196325 [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]
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on May 15, 2023, 09:08:26 AM
Getting a crash when adding a AI Core to the Harmonic Damper

Logdump in Spoilers

Spoiler
196325 [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]

A few other users experienced a similar crash, but I haven't been able to replicate it on my system.

Are you using the latest vanilla RC version? What other mods are you running?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Blackclaw on May 15, 2023, 09:20:20 AM
Using the RC9

Spoiler
{"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.

Spoiler
756040 [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]

Some more Tests done ..
Tried Java 8 and 7 both crash.
Removed Lazy and Console crash.
Redownloaded the mod - all setting default - crash.
UI Scaling is normal 100 - AA is off

Only non default settings are RAM limits. Never had problems there though

Happens both on Planet with normal Tectonic and Extreme.


Crash happens instantly when you mouse over the building in the Manage Colony screen after adding the AI Core.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on May 15, 2023, 10:12:45 AM
Using the RC9

Spoiler
{"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.

Spoiler
756040 [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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Toxo on May 15, 2023, 10:43:23 AM
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?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on May 15, 2023, 10:44:17 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Toxo on May 15, 2023, 10:50:58 AM
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 :)
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on May 15, 2023, 11:08:11 AM
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 :)

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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Toxo on May 15, 2023, 11:18:59 AM
Thx for the warning, but I don't mind.
Once an update drops, and it turns out to break saves, I'll just restart.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Blackclaw on May 15, 2023, 12:24:44 PM
Thx for the quick fix.
Works like a charm.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: TalRaziid on May 15, 2023, 02:16:36 PM
Quote
- Fixed a bug where the planet-killer device could show up as an option from the historian. Thanks Vendral for reporting this!
Historian?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on May 15, 2023, 02:22:58 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: TalRaziid on May 15, 2023, 03:10:46 PM
It's a vanilla feature. They can give you the locations of blueprints and special items.
OH, the paper book doods. Gotcha!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: mortache on May 15, 2023, 09:36:49 PM

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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Toxo on May 16, 2023, 12:23:21 AM

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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: YourLocalMairaaboo on May 16, 2023, 04:30:03 AM
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.)
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: mortache on May 16, 2023, 08:02:44 AM

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.
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  :'(
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: YourLocalMairaaboo on May 16, 2023, 10:06:13 AM

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.
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  :'(
Are any of the planets astropolis capable? Asteroid belt count? Any gas giants?
How are the nearby systems?
Even if the system is not your capital, it can still be a reasonable core for heavy industry to sustain the shunt, which in turn makes *other* systems better.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: TalRaziid on May 16, 2023, 11:29:31 AM
Quote

- 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.
while this is very nice, mousing over a CHAMELEON with an alpha core installed still crashes my game!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on May 16, 2023, 04:34:28 PM

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.

Yeah, I think it should be backwards compatible.

I intend to add a settings option to allow terraforming of irradiated and volcanic planets in a future patch. Right now your only option is to edit the source code and recompile.

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.)

This is intentional. It would be too risky to build domes on a planet with meteor impacts because the shield generator might lose power or be disabled by a raid.

Quote

- 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.
while this is very nice, mousing over a CHAMELEON with an alpha core installed still crashes my game!

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?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: TalRaziid on May 16, 2023, 04:41:01 PM
Quote
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
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: AzraelWalker on May 16, 2023, 05:08:18 PM
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?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: zeloz on May 16, 2023, 07:02:49 PM
Any plan to add lobster production on water worlds? Can't wait for the 0.96 update.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: AzraelWalker on May 16, 2023, 08:06:02 PM
Any plan to add lobster production on water worlds? Can't wait for the 0.96 update.

The gene lab building will add them once set up I believe.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: e on May 16, 2023, 10:31:44 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Pagan Pope on May 17, 2023, 05:43:22 AM
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
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: brunocss on May 17, 2023, 08:22:51 AM
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?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on May 17, 2023, 05:26:20 PM
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.

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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: AzraelWalker on May 17, 2023, 11:54:28 PM

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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: mortache on May 18, 2023, 01:58:19 AM

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.


That's the issue with forum threads like this. I only started playing a few weeks ago, and I can't just read through 170 pages of this thread. If it was reddit maybe then it would have been an upvoted comment that rose above the rest. Maybe an FAQ sticky could work? The original post explains very little about the actual terraforming of planet types - such as whether it would add or remove planet properties according to the target planet type.

Anyways it would be amazing if we could terraform into more planet types like from desert to terran-eccentric with solar shades and mirror arrays, or remove the atmosphere or habitability to use the different items. Yes its technically unbalanced, but at some point its all just "do good more" and I want that end game or else there's nothing more left to do.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: JenkoRun on May 18, 2023, 06:19:32 AM
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.

Just'd like to voice my support for the settings option, this would satisfy both parties who enjoy having to compromise and those who want "perfect system" playthroughs. Can't imagine playing without TASC anymore.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: YourLocalMairaaboo on May 18, 2023, 06:49:15 AM

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.
Tundra does NOT count, but you can build lots of stations, so you can use asteroid processing.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: e on May 18, 2023, 09:26:27 AM

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?

Frozen means the planet is a literal block of ice and/or water, tundra worlds are just cold planets.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Maelstrom on May 18, 2023, 07:04:02 PM
3935566 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.ui.intsuper.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.oOO0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.ui.OoO0.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.MarketConditionsWidget.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.command.OutpostItemRow.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.oOO0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.ui.OoO0.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.e.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.UITable.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.command.F.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0OO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.OO0O.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.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(Thread.java:748)
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Maelstrom on May 18, 2023, 07:42:02 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on May 19, 2023, 06:13:54 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: mortache on May 19, 2023, 09:21:04 AM
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
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on May 19, 2023, 09:24:30 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: TalRaziid on May 19, 2023, 10:10:40 AM
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!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on May 19, 2023, 10:13:38 AM
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!

That's great to hear! Thanks!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: mortache on May 19, 2023, 11:32:51 AM
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!
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on May 19, 2023, 11:45:26 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Maelstrom on May 19, 2023, 12:53:32 PM
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 :/
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: mortache on May 19, 2023, 12:55:05 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: YourLocalMairaaboo on May 19, 2023, 01:12:15 PM
The problem would be that the post-collapse aerostats would be weaker, and thus smaller, and then in turn less centralized than their domain-era counterparts.
While the domain ones could have vast floating arcologies, the ones you build are smaller habitats, and thus you need a LOT of them.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on May 19, 2023, 01:14:01 PM
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 :/

You're using TASC terraforming and DIY Planets at the same time? That's unsupported and likely to cause crashes. TASC terraforming should be disabled in the settings file if you're using DIY Planets.

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.

I imagine gas giant colonies as looking something like the images in this article: https://en.wikipedia.org/wiki/Colonization_of_Venus

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?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: mortache on May 19, 2023, 01:26:02 PM

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. 
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: e on May 19, 2023, 01:35:49 PM
-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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: dro on May 19, 2023, 04:56:19 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on May 19, 2023, 06:08:21 PM
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.

I'm glad you're enjoying TASC!

This crash has been fixed in the "development" version of the mod I posted a few pages back in this thread. I've quoted the post below with the download link in it.

Using the RC9

Spoiler
{"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.

Spoiler
756040 [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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on May 19, 2023, 06:18:34 PM
-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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: TalRaziid on May 19, 2023, 10:28:47 PM
Quote
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.
I feel like gas giant colonies would likely be aerostat habitats-turned-cities, myself.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: mortache on May 19, 2023, 11:54:51 PM

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.

Great! A lot of Gas/Ice giants have high gravity so it'll be incredibly helpful
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: AzraelWalker on May 20, 2023, 12:37:39 AM
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:

- 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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: YourLocalMairaaboo on May 20, 2023, 12:53:49 AM
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:

- 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.
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.
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.

Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: YourLocalMairaaboo on May 20, 2023, 12:58:11 AM
-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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: mortache on May 20, 2023, 02:41:53 AM
Ok, now THAT is quite the buff to gas giants.

Well tbh gas giants aren't exactly great for anything, especially since with this mod you're not reliant on them for volatiles. They could use a little bit of buff.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Toxo on May 20, 2023, 02:43:29 AM
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.

Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on May 20, 2023, 07:47:11 AM
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:

- 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.
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.
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 previously had an "arcology" planet type in TASC, but I removed it a while back. I think adding something like that back in wouldn't be great because it's inconsistent with planets like Chicomoztoc which are basically an arcology world, but are not of the custom planet type.

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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: mortache on May 20, 2023, 09:13:06 AM
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.

Have you seen the airship from Fallout 4? They basically live inside of the big balloon. Zeppelins did have solid structure inside, though on earth you need hydrogen to make it float. It'll be different deep inside a gas giant though, like 75% atmospheric pressure with Helium + oxygen could actually work, it would weigh half as much as regular air.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Toxo on May 20, 2023, 09:45:37 AM
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.

You know, when a dome of a solid surface city breaks, all inhabitants have to flee inside the buildings and await repairs, while the in-dome atmosphere is contaminated / beasts roam the streets. An emergency, sure, but not necessarily a life ending scenario. You'd just be inconvenienced until order is restored and the dome repaired.
On a gas giant, the dome is your lifeline. If it breaks, the city falls, literally. And I for my part wouldn't build my lifeline out of inferior materials, just to have them be transparent. You need to build light and pressure resistant first and foremost. And in case of introduced stress (like attacks, crashes), you want your dome to bend like a metal, not shatter like a crystalline structure, be it glass or some other stuff. Sure, maybe a cloud city would have emergency thrusters, but they'd consume extreme amounts of fuel, and run out of it pretty fast, considering they are carrying a city against the high gravity of a gas giant.

Also, initial gas habs would be small and self-sufficient structures, strapped under giant blimps made of flexible fabric, simply because they need to be. Settlers wouldn't be able to afford them otherwise, and it would explain why factors like extreme weather would affect them. They'd soon consolidate around landing pads and other infrastructure, forming communities around refineries and space ports, but still be a chaotic amalgamation of "blimps", forming loose structures in much the same ways as small initial settlements grow and incorporate landmarks around them.
To consolidate them and build giant cloud cities would require a similar industrial undertaking to building a dome over a whole city, so cost wise it checks out, while offering the same benefits as a dome on a solid surface - a consolidated structure (or multiple of them) can withstand the weather and atmospheric conditions much better, offer superior access to all its facilities via high speed transportation, and keep giant amounts of space inside breathable and under normal pressure, reducing costs of life support and decon measures, while its high population density would attract more business from outside the planet.

Last but not least, you already have a custom building in the mod that replaces domed cities in favor for a structure befitting its environment: seabed cities.
So why not call them something along the line of cloud cities, with a couple of modifiers you deem fit to differentiate them from normal domed cities, and call it a day?

Bonus points for switching out the Artwork for mining on gas giants. Something along the lines of a floating refinery (maybe the one in the foreground of the first pic?).
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: dro on May 20, 2023, 12:40:26 PM
just to have them be transparent

Try living without Sun mate.

Quick introduction to material science: An object is transparent, when the crystalline structure is ordered. Transparent Metals, as we call it, do have rather ceramiclike attributes than metalic. They bend but their elastical and plastical deformation span is too short. They are substantially harder than most metals etc.

Same attributes apply to plexiglas. Less bending, harder surface, breaks very easy compared to, lets say ABS or PLA which is used in 3d printing.

So, Lore and realismwise, this means: Either in Gas giants, this building will be from solid strong material, which would increase the construction cost AND since you have to pump energy because of missing sun, maintainence cost increases. Or from transparent material for the sake of energy and heating / cooling considerations, which would obviously have its toll in colony defence value.

Additionally, metals has significantly lower specific heat capacity. This means, you basically build your colony in an oven or a deep freezer. Ventilation and cooling in Hot / Very Hot Planets or Heat cost in cold / very cold planets have to be considered.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Toxo on May 20, 2023, 02:45:01 PM
Try living without Sun mate.

Every astronaut does.
Windows are structural weakpoints, which you want to generally avoid in a structure meant to withstand high pressure differentials. Submarines typically have none, unless its a shallow graded one with the front viewing capsule. The ISS has the cupola, 7 panels, embedded into and reinforced by a solid frame for observation/experimentation, as well as 6 side viewing ports for docking / EVA monitoring.
You only use windows, sparingly, if you need them.

Further, blocking out the sun, and having a heat-transporting outer hull helps the colony regardless if its a hot or cold gas giant, because it inevitably generates heat from its own energy generation/consumption. And while it will have an easy time to shed heat on a ice giant via simple heat pumps / hull radiation , possibly allowing for a transparent dome spanning the top; on a hot gas giant, you'd need active cooling, much like a refrigerator, driving your energy-costs ever higher by allowing sunlight to directly blast the interior space of your colony, which you want to cool down instead. And while metals do have a high heat transfer rate, you need to transfer heat from all over the colony towards radiators on the outside anyways, so lining the interior hull with coolant pipes is a convenient step in construction you'd take, anyways.
Considering just the electricity demand of new york city (which would be a giant understatement with how much more power demanding a sci fi infrastructure would be), you'd look at 11 TerraWatt-hours per day of energy, that will eventually end up as heat, needing to be transported out of your colony. That's plenty and them some, and just gets worse if you were to add not only the surface heating of - lets say just Manhattan's 59,1km² - direct sun exposure, but solar heating of 5.91 × 10^13 liters of air above it, if your dome is just 1km high.

Hydroponics can run on artificial UV light, and a vitamin d10 insufficiency from lack of sun exposure can be alleviated by further UV-added interior lighting, and proper food additives. Given the advanced age of space-faring this setting is in, keeping a settler alive inside a gas giant colony would be no more complicated than keeping a spacer alive aboard ships.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: mortache on May 21, 2023, 12:14:42 AM
Does the Ouyang Optimizer only increase the colony conditions of volatiles? I thought it gave extra like the Stellar Reflector since it's an extra structure and not just a decision. I might have Extreme Weather to my +2 volatiles gas giant for nothing lol.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Toxo on May 21, 2023, 12:23:11 AM
I 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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: mortache on May 21, 2023, 12:32:38 AM
I 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 astropolises
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on May 21, 2023, 08:18:42 AM
I 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 astropolises

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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: mortache on May 21, 2023, 11:27:59 AM
I 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 astropolises

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.
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Soviet Tom Bombadil on May 21, 2023, 12:10:21 PM
missing TASC and IndEvo hard right now. Didn't realize how much of my game experience was connected to these 2 mods.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Lappers on May 21, 2023, 12:17:03 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Soviet Tom Bombadil on May 21, 2023, 12:33:56 PM
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.

Neat, will try. Thank you.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on May 21, 2023, 01:05:49 PM
missing TASC and IndEvo hard right now. Didn't realize how much of my game experience was connected to these 2 mods.

I'm glad you're enjoying TASC!

My "official" 0.96a update will be out soon - the only remaining work is to add support for LunaLib.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: YourLocalMairaaboo on May 21, 2023, 03:09:22 PM
Between that and indevo, it should give me time to finish my chalenge run before I have to start thinking of what mods to purge during the transition.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: YourLocalMairaaboo on May 22, 2023, 02:49:27 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on May 22, 2023, 06:04:01 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: YourLocalMairaaboo on May 22, 2023, 06:04:58 AM
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.
Fair enough. It would be a bit broken.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: mrpras on May 22, 2023, 07:47:15 AM
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)
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on May 22, 2023, 08:27:19 AM
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)


Have you tried the CHAMELEON building?

Either way, I'm definitely not going to implement something that simply sets the colony threat progress to zero.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Mora32 on May 22, 2023, 12:52:16 PM
0.96a vers when?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: BoogieMan on May 22, 2023, 03:30:01 PM
I forgot, is this the mod that adds the "Repair Dock" to some planets? There is one on the Tri-Tachyon world Culann in Hybrasil. I get an instant crash when I mouse over it.

 I know the mod hasn't been updated yet and I am not surprised that it is crashing - I just wanted to try and narrow down the mod that may be causing it.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: e on May 22, 2023, 03:40:59 PM
I forgot, is this the mod that adds the "Repair Dock" to some planets?

No. (https://fractalsoftworks.com/forum/index.php?topic=18011.0)
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: BoogieMan on May 22, 2023, 03:42:29 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: e on May 22, 2023, 03:44:04 PM
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...
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: BoogieMan on May 22, 2023, 04:35:00 PM
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...

Perhaps it's my monitor settings or my eyes, but the fact that was a link was imperceptible to me until I saw your post and cursored over it. Looking closely, I can tell it very VERY slightly a different color of font.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Lone_Ape on May 23, 2023, 03:11:19 AM
I want to terraform a barren world, but turns out i have no water in the sector.

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
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: mortache on May 23, 2023, 03:33:38 AM
I want to terraform a barren world, but turns out i have no water in the sector.

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
Build asteroid mining station first and then asteroid mining, it will give water afaik.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Toxo on May 23, 2023, 05:21:36 AM
I want to terraform a barren world, but turns out i have no water in the sector.

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
Build asteroid mining station first and then asteroid mining, it will give water afaik.

This.
It gives enough water to turn that barren world straight into a waterworld.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: mortache on May 23, 2023, 07:30:22 AM
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
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: boggled on May 23, 2023, 07:37:55 AM
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

Once the hypershunt is complete you can remove the building and abandon the colony.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Lone_Ape on May 23, 2023, 10:10:49 PM
I want to terraform a barren world, but turns out i have no water in the sector.

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
Build asteroid mining station first and then asteroid mining, it will give water afaik.

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
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.0)
Post by: TungstenLION on May 24, 2023, 12:33:29 AM
finally i can start my playthrough in new update  :)
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: JenkoRun on May 24, 2023, 03:13:27 AM
I want to terraform a barren world, but turns out i have no water in the sector.

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
Build asteroid mining station first and then asteroid mining, it will give water afaik.

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?
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: Lone_Ape on May 24, 2023, 07:41:18 AM
I want to terraform a barren world, but turns out i have no water in the sector.

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
Build asteroid mining station first and then asteroid mining, it will give water afaik.

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?

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
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.0)
Post by: FreonRu on May 24, 2023, 10:47:55 AM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: e on May 24, 2023, 11:06:46 AM
I want to terraform a barren world, but turns out i have no water in the sector.

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
Build asteroid mining station first and then asteroid mining, it will give water afaik.

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?

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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.0)
Post by: MonolithSF on May 24, 2023, 12:28:20 PM
building AI Battlestation crashes the game

Spoiler
1095311 [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]
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: YourLocalMairaaboo on May 24, 2023, 01:36:21 PM
I want to terraform a barren world, but turns out i have no water in the sector.

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
Build asteroid mining station first and then asteroid mining, it will give water afaik.

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?

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.
THEN you melt it in situ.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: e on May 24, 2023, 02:34:15 PM
I want to terraform a barren world, but turns out i have no water in the sector.

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
Build asteroid mining station first and then asteroid mining, it will give water afaik.

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?

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.
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
Post by: YourLocalMairaaboo on May 24, 2023, 02:40:12 PM
I want to terraform a barren world, but turns out i have no water in the sector.

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
Build asteroid mining station first and then asteroid mining, it will give water afaik.

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?

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.
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.
Then probably mixing it up with something else, sorry.
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.0)
Post by: Arkmagus on May 24, 2023, 02:48:59 PM
thanks for the update, couldn't bear playing a faction without the stations and terraforming options
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.0)
Post by: boggled on May 24, 2023, 05:04:38 PM
thanks for the update, couldn't bear playing a faction without the stations and terraforming options

Enjoy!

I want to terraform a barren world, but turns out i have no water in the sector.

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
Build asteroid mining station first and then asteroid mining, it will give water afaik.

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?

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.
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.
Then probably mixing it up with something else, sorry.

I decided not to make Ismara's Sling buildable on rocky ice planets mainly because of their description and appearance. They only have a small amount of ice, not the enormous quantities that water worlds and frozen/cryovolcanic worlds have.

Keep in mind that astropolis stations can also build the Asteroid Processing building. This can allow the player to get access to water in a system that otherwise couldn't obtain it.

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.

I'm glad you're enjoying TASC!

Terraforming remote control is going to happen in the next major update, which I'm currently working on.

building AI Battlestation crashes the game

Spoiler
1095311 [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]

Thank you for reporting this!

I've fixed the bug and will be doing a release shortly.
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.1)
Post by: not a luddic path member on May 24, 2023, 06:36:07 PM
Solid changelog keep up the great work as always.
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.1)
Post by: sebseb on May 24, 2023, 11:54:04 PM
can this mod be added mid campagin?
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.1)
Post by: Isenharal on May 25, 2023, 03:53:51 AM
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 ?
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.1)
Post by: ShpunkY on May 25, 2023, 06:22:28 AM
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 ?
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.1)
Post by: Damexius on May 25, 2023, 07:31:46 AM
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)
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.1)
Post by: Lukas04 on May 25, 2023, 08:19:17 AM
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)

This is a crash with IndEvo, and it happens because IndEvo is not updated for 0.96 yet, dont use it until thats the case.
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.1)
Post by: scorpico69 on May 25, 2023, 11:35:08 AM
@boggled
thank you a lot for your mod and update(s)!

seems like Nex have a problem with the update url.
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.1)
Post by: Strato on May 25, 2023, 02:53:33 PM
@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).
Spoiler
32433 [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]
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.1)
Post by: boggled on May 25, 2023, 05:35:15 PM
@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).
Spoiler
32433 [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.

Sorry about this - I think it's fixed now. Please let me know if it happens again!

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 ?

I just tested it and the Harmonic Damper seems to work fine for me once it's enabled using LunaLib or the settings file. Can you please post some screenshots/video of the issue so I can see what's going on?

can this mod be added mid campagin?

Yes!

Solid changelog keep up the great work as always.

Enjoy!
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.1)
Post by: Isenharal on May 25, 2023, 07:20:21 PM
Oh I didn't realize that I have to toggle it from lunalib inside the game menu. Should be working now, thank you for the mod.
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.1)
Post by: Pimpio on May 26, 2023, 12:05:29 AM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.1)
Post by: Isenharal on May 26, 2023, 12:17:11 AM
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)
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.1)
Post by: NasaBrindle on May 26, 2023, 03:54:27 AM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.1)
Post by: boggled on May 26, 2023, 06:37:35 AM
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.

I'm glad you're enjoying TASC!

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.

I thought I had categorized archipelago planets as being Terran worlds but having a large amount water. I'm going to be overhauling support for Unknown Skies as part of the next update so I'll take another look at this at that time.

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)

Hey, that error message is not from TASC. Some other mod is causing that bug.
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.1)
Post by: mortache on May 27, 2023, 01:14:42 AM
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?
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.1)
Post by: boggled on May 27, 2023, 08:44:38 AM
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!
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.1)
Post by: Tigasboss on May 29, 2023, 05:37:31 AM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.1)
Post by: boggled on May 29, 2023, 09:15:40 AM
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.

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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.1)
Post by: Kaysaar on May 29, 2023, 09:37:29 AM
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 fixed
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.1)
Post by: YourLocalMairaaboo on May 29, 2023, 01:47:25 PM
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?
Yes, it would be niche, but for RP and a bore-compatible source of organics, it would be nice.
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.1)
Post by: boggled on May 29, 2023, 01:52:23 PM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.1)
Post by: YourLocalMairaaboo on May 29, 2023, 01:54:55 PM
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.
I see. Thanks for the swift answer.
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.1)
Post by: Tigasboss on May 29, 2023, 02:42:58 PM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.2)
Post by: Terran Allias on May 29, 2023, 09:43:34 PM
Is there a way I can change the sprites so the stations look bigger? I don't like how small the mining stations look
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.2)
Post by: erik17 on May 30, 2023, 07:26:06 AM
- 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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.2)
Post by: Damexius on May 30, 2023, 02:04:01 PM
211824 [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 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]
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.2)
Post by: Kaysaar on May 30, 2023, 02:31:09 PM
211824 [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 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]
This is IndEvo crash not TASC
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.2)
Post by: Spshamrocks3 on May 30, 2023, 10:11:50 PM
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?
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.2)
Post by: YourLocalMairaaboo on May 31, 2023, 09:21:06 AM
- 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.
Also not working for me.
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.2)
Post by: boggled on May 31, 2023, 06:22:21 PM
Is there a way I can change the sprites so the stations look bigger? I don't like how small the mining stations look

The mining station sprite gets larger as the market size grows. If you want to change it immediately, you can modify the images in the TASC folder.

- 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.
Also not working for me.

I looked into this and there is a bug with Agrav Generator that prevents it from working on gas giants. I think I'll have some time tomorrow to do a hotfix. Sorry for the inconvenience and thanks for reporting the bug to me!

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?

This is a purely visual bug introduced due to some vanilla changes in 0.96a. I decided not to bother fixing it since I'm working on a GUI-based terraforming menu for the next patch, but maybe I'll look into it for the hotfix tomorrow since players might be worried there's a code logic issue that could mess up their save.
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.2)
Post by: Lappers on June 01, 2023, 10:31:22 AM
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?).
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.2)
Post by: boggled on June 01, 2023, 11:24:03 AM
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?
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.2)
Post by: YourLocalMairaaboo on June 01, 2023, 01:01:04 PM
If it's the world I am thinking of, Terran. It even has mild climate, though it is hot and irradiated.
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.2)
Post by: boggled on June 01, 2023, 01:14:56 PM
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!
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.2)
Post by: YourLocalMairaaboo on June 01, 2023, 02:08:29 PM
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!
I would check the mod itself, though! My memory is not the best, and a "goto" command is fast to use.
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.2)
Post by: Lappers on June 01, 2023, 04:36:56 PM
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?

It appears as a Terran planet with mild climate and other decent resource deposits, but it has irradiated, hot, and pollution as well.
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.3)
Post by: Seamus Donohue on June 02, 2023, 09:17:13 AM
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
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.3)
Post by: boggled on June 02, 2023, 09:28:13 AM
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

It's a vanilla building - ask Alex!
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.3)
Post by: Lappers on June 02, 2023, 11:41:51 AM
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

No no no, of course not! It's just...these things happen, you know? There's a ton of cryo pods, and even individually they can be a pain to run safely! Now keep in mind we're running hundreds or thousands of them. Even if we could be expected to maintain every one of them perfectly, malfunctions will happen every now and then! That's why cryosleep is as expensive as it is! And, in the event something does go wrong...would it not be wasteful to just trash perfectly functional organs? Others can still use them, no? How can we acquire so many of them? Well, as I said, we're running a lot of pods...plus, cryo-frozen bodies would naturally be near-perfectly preserved, so a surprising amount of one body could be reused!

*cough*
Ah, my bad, got a little too evil there for a second.
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.3)
Post by: Spacegoat on June 02, 2023, 07:11:11 PM
Bug Report:

- Astropolis issue on Nex-governed planets
- Version is 8.3.3
- Client is 0.96a-RC10

Details: I'm unable to build astropolis stations over Nex-governed planets as of 0.96. It looks like the settings.json setting isn't applying, possibly broken with the API changes? The game says unable to build on planets of another faction.

"boggledCanBuildAstropolisOnPurchasedGovernorshipPlanets":true,



Found the cause! I didn't understand LunaLib. Lunalib has virtual, in-game config to mods it recognizes (like this one). Those virtual configs are separate from and do not draw from the mod's native setting.json file at all, and won't recognize retroactive changes made to it at any point. It has its own in its own default copy of configs in a LunaLib folder.

Thus any setting.json edit made in the Terraforming and Station Construction config folder is ignored once LunaLib is enabled. This was me being used to years of manual notepad edits and thinking that it all carries over into this new interface tool.
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.3)
Post by: Lappers on June 03, 2023, 03:56:39 AM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.3)
Post by: boggled on June 03, 2023, 11:41:16 AM
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!
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.3)
Post by: YourLocalMairaaboo on June 03, 2023, 11:54:44 AM
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?
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.4)
Post by: boggled on June 03, 2023, 12:18:48 PM
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?

I'm working on it now! Please be patient!
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.4)
Post by: YourLocalMairaaboo on June 03, 2023, 12:24:00 PM
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?

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.
(Yes, I am well aware of the fan/friend divide, and how I am on the fan side. I have no intention of anything else. Friendly does not mean from a friend in this context, but more as in, calm, casual attitude.)
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.4)
Post by: boggled on June 03, 2023, 12:29:00 PM
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?

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.

I haven't built a UI panel before so I'm learning something new. Thankfully I have plenty of good examples to copy from.
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.4)
Post by: thompson8964 on June 04, 2023, 04:11:29 AM
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
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.4)
Post by: boggled on June 04, 2023, 08:08:07 AM
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

This crash is caused by Ashes of the Domain, not TASC. Please be sure to update TASC and Ashes to the latest versions if you're using them together.
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.4)
Post by: Kaysaar on June 04, 2023, 10:41:38 AM
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
Please 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
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.4)
Post by: Ivan Fullbright on June 04, 2023, 03:49:08 PM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.4)
Post by: boggled on June 05, 2023, 06:25:37 AM
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.

My understanding is that TASC should have very low VRAM impact because it doesn't load many textures or graphical effects. I would suggest comparing VRAM usage with no mods whatsoever vs. with only TASC enabled to eliminate other mods as the culprit.

I will note that creating lots of colonies in the same system causes significant performance issues. This can become an issue with TASC because it greatly increases the maximum possible number of colonies in a system.
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.4)
Post by: Ivan Fullbright on June 05, 2023, 07:32:48 AM
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?
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.4)
Post by: boggled on June 05, 2023, 07:33:53 AM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.4)
Post by: Ivan Fullbright on June 05, 2023, 07:52:10 AM
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!
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.4)
Post by: boggled on June 05, 2023, 07:52:29 AM
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!

No problem - enjoy!
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.4)
Post by: Gniwu on June 05, 2023, 11:01:33 AM
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!

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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.4)
Post by: YourLocalMairaaboo on June 05, 2023, 11:11:23 AM
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!

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.
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.4)
Post by: boggled on June 05, 2023, 11:16:15 AM
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!

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.
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.

Yeah, I just checked the Planetary Shield code and this is correct. I suppose this bug should be reported to Alex since there's a whole bunch of mods (not just TASC) that allow the player to control a station.
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.4)
Post by: Indie Winter on June 09, 2023, 01:21:28 AM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.4)
Post by: boggled on June 09, 2023, 05:52:53 AM
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.

I'm glad you're enjoying the mod!

No, TASC does not allow the player to remove beneficial conditions from a planet.
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.4)
Post by: FreonRu on June 09, 2023, 06:05:53 AM
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?
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.4)
Post by: boggled on June 09, 2023, 06:10:02 AM
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've addressed this previously in this thread - I know some special items are blocked by "beneficial" conditions and that players may want to remove those conditions, but I think this is lore incompatible and will create bad gameplay.

Terraforming should not feel like a console command, and limitations like this are what prevent it from becoming that.
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.4)
Post by: Indie Winter on June 09, 2023, 11:28:49 PM
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?

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
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.4)
Post by: mortache on June 10, 2023, 04:04:22 AM
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?

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
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.

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???  ;)
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.4)
Post by: mortache on June 10, 2023, 04:08:39 AM
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?
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.4)
Post by: boggled on June 10, 2023, 05:56:12 AM
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?

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
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.

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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.4)
Post by: mortache on June 10, 2023, 06:27:20 AM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.4)
Post by: boggled on June 10, 2023, 10:26:58 AM
But one of the Astropolis WILL join the defend the planet if it lacks a station?

I've never tested that, but I assume the answer is no.

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.

I suppose I can just add a non-default option for this given the volume of requests I get to implement it.

Agreed about balance - that's not an issue with this feature.
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.4)
Post by: YourLocalMairaaboo on June 10, 2023, 12:46:40 PM
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?

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
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.

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.
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.

One thing you COULD do if people keep complaining about not being able to use the bore is add a non-default option to manufacture the Bore's control console that is mentioned in the lore. Having the console installed on population and infrastructure would then allow you to use the bore on habitable worlds, at the cost of demanding domain-era artifacts and regular metals. The console should NEVER spawn as ruins loot, and be exclusively a domain tech crafting thing.
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.4)
Post by: YourLocalMairaaboo on June 10, 2023, 12:50:43 PM
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.
I mean, he COULD add a way to make worlds uninhabitable, but why not go for another idea?
The bore's description does say "While it is believed there are no functional control override units remaining in the Sector, the bore itself is capable of independent - if sometimes unpredictable - operation. Automatic-mode failsafes preclude its use on habitable worlds."
Why not have the domain-tech crafting menu allow us to make the control override unit as a special colony item?
Would need some crushing drawback to be balanced, though
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.4)
Post by: KDR_11k on June 10, 2023, 01:24:32 PM
Is there a list what terraforming to a specific type will do to a planet?
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.4)
Post by: boggled on June 10, 2023, 01:49:19 PM
Is there a list what terraforming to a specific type will do to a planet?

Yes, it's listed in the dialog box when selecting a terraforming project!
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.4)
Post by: boggled on June 10, 2023, 02:24:50 PM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.4)
Post by: Cooi on June 10, 2023, 03:43:57 PM
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. :)
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.4)
Post by: YourLocalMairaaboo on June 10, 2023, 04:01:38 PM
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.
Yeah, makes sense. It was more of a joke than any actual suggestiom.
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.4)
Post by: boggled on June 10, 2023, 04:58:54 PM
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. :)

On the launch screen where you load your save, there's a button in the top left corner to change your LunaLib settings. Alternatively, if you're not even using LunaLib, then just disable it and TASC will use the settings from your settings file.
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.4)
Post by: Cooi on June 10, 2023, 06:03:50 PM
Thank you i just got rid of lunalib because it wasn't as important as i thought it was to most mods. thanks for the mod!
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.4)
Post by: Cooi on June 10, 2023, 06:13:13 PM
Alright so i underestimated the importance of the mods that are dependent on lunalib. What settings should i change in lunalib once ive gotten to the menu? All i see are keybinds, debug mode, and a version checker.
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.4)
Post by: Cooi on June 10, 2023, 06:15:26 PM
Nevermind i found it, i thought i had to change the lunalib settings rather than TASC's settings in lunalib. Thanks for your help. I feel kinda smart for figuring this out lol.
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.4)
Post by: Malorn on June 11, 2023, 09:27:35 PM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.4)
Post by: ShpunkY on June 12, 2023, 05:42:35 AM
i think you can disable the individual mechanics under the category
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.4)
Post by: boggled on June 12, 2023, 06:19:48 AM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.4)
Post by: mortache on June 12, 2023, 07:35:31 AM
I know its a non-standard feature, but Cryosanctums should count as "industry"
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.4)
Post by: boggled on June 12, 2023, 08:13:17 AM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.0)
Post by: Hasufel on June 12, 2023, 09:06:05 PM
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)
)
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.0)
Post by: Malignantcookie on June 12, 2023, 10:08:25 PM
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.


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)
   at grandcolonies.listeners.PlayerOpenedMarketListener.reportPlayerClosedMarket(PlayerOpenedMarketListener.java:51)
   at com.fs.starfarer.campaign.CampaignEngine.reportPlayerClosedMarket(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.public.dismiss(Unknown Source)
   at com.fs.starfarer.ui.newui.do.dismiss(Unknown Source)
   at com.fs.starfarer.ui.newui.classsuper.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.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(Unknown Source)
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.0)
Post by: medKon on June 13, 2023, 04:08:44 AM
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.


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)
[...]
bump,
identical crash for me
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.0)
Post by: boggled on June 13, 2023, 05:24:01 AM
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.


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)
[...]
bump,
identical crash for me

Thanks for reporting this. This crash appears to be caused by the Grand Colonies mod, but since it only started happening after you updated to 8.4.0 it's probably related to the changes in TASC. I'll try to release a hotfix tonight - in the meantime, you should be able to downgrade to 8.3.4 to continue playing.  Sorry for the inconvenience!

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)
)

Thanks for reporting this one too. It shouldn't be possible to view stations in the terraforming menu - that's a bug I'll try to fix tonight as well. Please downgrade to 8.3.4 in the meantime if you want to continue your save before I release a hotfix.
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.4)
Post by: Malorn on June 13, 2023, 05:30:24 AM
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.

Thanks for the reply, I suppose I'll just have to use self-control.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.0)
Post by: ArteMooNik on June 13, 2023, 09:17:54 AM
Yes. Lovin it. Thanks for not abandoning this mod. Terraforming with lamp is clumsy. But....     What about terraforming A STAR?
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.0)
Post by: AERO on June 13, 2023, 01:08:01 PM
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)
Title: Re: [0.96a] Terraforming and Station Construction (v8.3.4)
Post by: mortache on June 13, 2023, 01:31:16 PM
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.

Oh I guess it works fine for vanilla since they only have it on one colony, but it's possible for us to make one everywhere. So its only my RP self-restraint that's making me build only one of them in Ismara lol.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.0)
Post by: AERO on June 13, 2023, 01:50:28 PM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.1)
Post by: boggled on June 13, 2023, 04:51:40 PM
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.

Fixed in 8.4.1, thanks for reporting this!

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)

I fixed the bug where stations could appear on the terraforming menu.

I wasn't able to replicate where trying to terraform a planet that's already terraformed causes a crash. If you can still cause this after updating to 8.4.1, can you please post the stack trace from it?

Yes. Lovin it. Thanks for not abandoning this mod. Terraforming with lamp is clumsy. But....     What about terraforming A STAR?

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.

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.


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)
[...]
bump,
identical crash for me

I wasn't able to replicate the Grand Colonies crash on my system, but I put in some logic to hopefully fix what I think might be causing it. If it's still happening after updating to 8.4.1, can you please let me know?
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.1)
Post by: Cooi on June 13, 2023, 05:14:06 PM
Quote
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.

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 :)
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.1)
Post by: boggled on June 13, 2023, 05:28:41 PM
Quote
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.

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 :)

TASC already has hypershunt construction as a non-default option.

Creating planets will never be implemented in TASC.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.1)
Post by: MikroPik on June 14, 2023, 01:39:53 AM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.1)
Post by: Spacegoat on June 14, 2023, 02:58:25 AM
Heya Boggled, I'm using v8.4.1 with Nex.

The new terraforming console panel doesn't list governed colonies at the moment.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.1)
Post by: boggled on June 14, 2023, 05:23:58 AM
Heya Boggled, I'm using v8.4.1 with Nex.

The new terraforming console panel doesn't list governed colonies at the moment.

Thanks for letting me know about this. I'll release another hotfix tonight to fix it.

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.

It's my intention that planets which can't be terraformed are still listed in the menu. If they weren't, players new to TASC wouldn't understand why those planets were absent from the list. As it is now, they can check the terraforming requirements and see that those planets aren't eligible.

Ten pages? You have ~100 colonies and your game still runs at an acceptable frame rate? My assumption is that for most saves the player will not accumulate more than a dozen colonies, many of them being stations which won't be present in the terraforming menu.

I'll look into a way to list the planet conditions from the terraforming menu. That's a good suggestion.

I have no plans to implement a configuration file for terraforming projects. The amount of development work required to implement that would be enormous and almost no players would use it due to the complexity (and the fact that very few players modify the settings whatsoever).

Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: Xechran on June 14, 2023, 01:04:33 PM
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.
Title: Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
Post by: YourLocalMairaaboo on June 14, 2023, 03:30:34 PM
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.
Dude, just use a lamp on a hot world.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.1)
Post by: boggled on June 14, 2023, 05:28:07 PM
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.

No, I don't plan to implement permanent changes to the temperature of a planet. I'm against this for the same reason I was against removing atmospheres, but creating a non-default project to remove the atmosphere is much less work than creating one to change a planet's temperature.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.2)
Post by: YourLocalMairaaboo on June 16, 2023, 08:32:39 AM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.2)
Post by: boggled on June 16, 2023, 08:36:10 AM
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?
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.2)
Post by: YourLocalMairaaboo on June 16, 2023, 08:40:36 AM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.2)
Post by: boggled on June 16, 2023, 08:47:19 AM
Spoiler
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.
[close]

What version of TASC are you running?
According to files, 8.4.2.

Are there multiple colonies with the same exact name (Mairaath) in your sector? Are you using any mods that modify sector generation?
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.2)
Post by: YourLocalMairaaboo on June 16, 2023, 08:50:33 AM
Spoiler
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.
[close]

What version of TASC are you running?
According to files, 8.4.2.

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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.2)
Post by: boggled on June 16, 2023, 08:53:06 AM
Spoiler
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.
[close]

What version of TASC are you running?
According to files, 8.4.2.

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.

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?
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.2)
Post by: YourLocalMairaaboo on June 16, 2023, 08:56:19 AM
Spoiler
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.
[close]

What version of TASC are you running?
According to files, 8.4.2.

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.

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.
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.2)
Post by: boggled on June 16, 2023, 09:05:39 AM
Spoiler
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.
[close]

What version of TASC are you running?
According to files, 8.4.2.

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.

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.
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.


Ok thanks, I'll see if I can replicate the crash. Sorry for the inconvenience!
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.2)
Post by: Hexallium on June 16, 2023, 09:30:57 AM
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?
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.2)
Post by: e on June 16, 2023, 09:51:17 AM
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?

The damper doesn't remove the condition, it just takes away the hazard %.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.2)
Post by: boggled on June 16, 2023, 09:53:14 AM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.1)
Post by: BeamWeaponEnjoyer on June 16, 2023, 02:20:25 PM
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?
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.2)
Post by: boggled on June 16, 2023, 02:21:46 PM
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?

Hi, you'll need a colony in a system with a blue giant. You can build the Perihelion Project as a building on that colony.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.2)
Post by: BeamWeaponEnjoyer on June 16, 2023, 03:23:22 PM
Thanks a lot, appreciate it.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.2)
Post by: Hexallium on June 16, 2023, 10:22:27 PM
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.

Gave myself a full facepalm when I realize it doesn't remove tectonic activity but suppresses it down. That does make a lot of sense now. Now, have to beg Kaysaar on it. :D
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.2)
Post by: MikroPik on June 17, 2023, 02:48:58 AM
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
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.2)
Post by: Zohan4201 on June 17, 2023, 02:51:04 AM
Just updated the mod, now I can't find the terraforming options, not even in a new game. why is that?
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.2)
Post by: MikroPik on June 17, 2023, 02:55:33 AM
Just updated the mod, now I can't find the terraforming options, not even in a new game. why is that?

Now you have to assign an ability on your hotbar to open terraforming menu.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.2)
Post by: Hexallium on June 17, 2023, 05:59:42 AM
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?
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.2)
Post by: boggled on June 17, 2023, 07:32:11 AM
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 don't intend to implement creation of omega AI cores in TASC. If you want to edit the code to do it yourself, you'll probably want to edit the generateCargoForGatheringPoint method in the Kletka Simulator industry class.

 
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.2)
Post by: Hexallium on June 17, 2023, 07:37:12 AM

 
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.2)
Post by: boggled on June 17, 2023, 07:57:59 AM

 
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?
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.2)
Post by: Hexallium on June 17, 2023, 11:00:38 AM

 
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?
(https://i.imgur.com/bONEHZq.png)
The barren planet (Shinihana Consumer Co.) with extreme heat.

(https://i.imgur.com/30lBuaS.png)
Unable to terraforming with extreme weather condition.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.2)
Post by: Malignantcookie on June 17, 2023, 11:07:20 AM
Extreme heat is the temperature modifier, not the weather modifier. That planet would be great for a military base and Cryoarithmetic Engine!
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.2)
Post by: Hexallium on June 17, 2023, 11:14:50 AM
Extreme heat is the temperature modifier, not the weather modifier. That planet would be great for a military base and Cryoarithmetic Engine!

Ah, I have learn something new again. Look like I don't have anything to counter Extreme Heat hazard for now.
My goal was turn this planet to arid and slowly terraforming it to terran planet.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.2)
Post by: Malignantcookie on June 17, 2023, 11:30:04 AM
The planet is still usable, just can't make it anything past probably arid/desert. As is, it would make an amazing High Command/Orbital Works planet. Extreme heat for Cryo Engine and not habitable so you can use nanoforge in OW.

Hope you still have fun dispite the small set back!
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.2)
Post by: Hexallium on June 17, 2023, 11:41:01 AM
I got another extreme heat + no atmosphere planet already build with High Command + Orbital Works. I was hoping I can terraforming one of the system barren planet as food industry producer (going from barren to arid, then terran planet).
Look like I have to start finding a new terran system to settling in.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.2)
Post by: boggled on June 17, 2023, 07:14:47 PM
Spoiler
Spoiler
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.
[close]

What version of TASC are you running?
According to files, 8.4.2.

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.

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.
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]
Ok thanks, I'll see if I can replicate the crash. Sorry for the inconvenience!

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?
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.2)
Post by: YourLocalMairaaboo on June 18, 2023, 02:38:05 AM
Spoiler
Spoiler
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.
[close]

What version of TASC are you running?
According to files, 8.4.2.

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.

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.
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]
Ok thanks, I'll see if I can replicate the crash. Sorry for the inconvenience!

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?
Yeah, I can try. Just tell me how to add folders to messages.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.2)
Post by: KDR_11k on June 18, 2023, 08:09:49 AM
Hm, could you list the available terraforming options for an unclaimed planet in the "other considerations" listing?
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.2)
Post by: MikroPik on June 18, 2023, 08:23:11 AM
Spoiler
Spoiler
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.
[close]

What version of TASC are you running?
According to files, 8.4.2.

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.

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.
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]
Ok thanks, I'll see if I can replicate the crash. Sorry for the inconvenience!

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?
Yeah, I can try. Just tell me how to add folders to messages.
You can upload it to eg.google drive and send the link to it. That should be the easiest way.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.2)
Post by: boggled on June 18, 2023, 09:16:28 AM
Hm, could you list the available terraforming options for an unclaimed planet in the "other considerations" listing?

I don't think this is practical for a number of reasons. The available projects depend on the buildings and conditions on the planet, both of which can change once the player colonizes it and starts terraforming.

I know it's not ideal that there's no comprehensive list of planets that can/can't be terraformed, but the requirements for the projects are complicated enough that I think the best way to handle this is for the player to make a save before colonizing a planet, then checking the requirements for the different projects.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.2)
Post by: YourLocalMairaaboo on June 18, 2023, 10:01:27 AM
So, Boggled, did you see the files I sent you via PM?
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.2)
Post by: boggled on June 18, 2023, 10:16:42 AM
So, Boggled, did you see the files I sent you via PM?

Yes, thank you very much! Using the files you sent I'm able to replicate the crash. I'm investigating it now and hope to release a hotfix today or tomorrow.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.2)
Post by: Ryker on June 18, 2023, 10:47:02 AM
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!)
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.2)
Post by: [REDACTED] on June 18, 2023, 11:13:52 AM
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
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.3)
Post by: boggled on June 18, 2023, 11:23:12 AM
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!)

Hey, I suspect this crash was caused by the same bug impacting YourLocalMairaaboo. Could you please download the latest version (8.4.3, backwards compatible) and let me know if that fixes it for you?

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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.3)
Post by: Ryker on June 18, 2023, 11:57:49 AM
I'll take a look, I have a test save to do just that.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.3)
Post by: Ryker on June 18, 2023, 12:02:29 PM
The hotfix works, that did just the trick!
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.3)
Post by: [REDACTED] on June 18, 2023, 01:34:35 PM
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.
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.3)
Post by: boggled on June 18, 2023, 04:50:38 PM
The hotfix works, that did just the trick!

Perfect. Sorry for the inconvenience!

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.
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.

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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.3)
Post by: [REDACTED] on June 18, 2023, 05:09:22 PM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.3)
Post by: boggled on June 18, 2023, 05:20:45 PM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.3)
Post by: [REDACTED] on June 18, 2023, 08:38:09 PM
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 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.
(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)

For cold planets, if you dont have a star, make one, or even multiple. If you have a star, mirrors and lenses will work regardless of how hot or (relatively)cold it is, colder stars emit more of their light in the IR range(compared to other stars) which is the part that makes you feel warm in direct sunlight.

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. For anything people can colonize, whether it's like colonizing a Moon like object or an Earth like planet, heat is the probably easiest part to change at a large scale.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.3)
Post by: boggled on June 19, 2023, 06:07:31 AM
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)

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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.3)
Post by: [REDACTED] on June 19, 2023, 08:14:15 AM
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)

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.
1: If you have lava seas on the surface, that isnt from tidal heating
2:You took the "make a star" part too literally, making a giant orbital incandescent light of one form or another isn't any more impractical than any other large scale terraforming technique.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.3)
Post by: e on June 19, 2023, 01:18:07 PM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.3)
Post by: scorpico69 on June 19, 2023, 01:19:03 PM
hi, how can i cancel a terraforming project? older versions had an dialogue option.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.3)
Post by: [REDACTED] on June 19, 2023, 03:38:04 PM
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.
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.
With the technology of the game's world, even in the state the game's universe is in, cooling a Venus like planet would be a simple, even if time consuming task, and many planets would be even easier to cool since they don't have thick atmosphere's trapping a lot of heat and would instead radiate it directly into space. All it takes to make a planet colder is to make it absorb less heat than it radiates into space, it would work for literally any planet in existence, and it's exactly why moons like Io are colder than than the Earth's moon on the surface, Io doesn't absorb enough heat to have a higher surface temperature than Earth's moon.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: boggled on June 19, 2023, 03:56:33 PM
hi, how can i cancel a terraforming project? older versions had an dialogue option.

Hey, I just released a hotfix to add this feature. It was an oversight that I forgot to include it in the terraforming menu. Thanks for letting me know about this!
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.3)
Post by: e on June 19, 2023, 04:57:07 PM
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.
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.

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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.3)
Post by: [REDACTED] on June 19, 2023, 05:42:43 PM
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.
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.

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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.3)
Post by: e on June 19, 2023, 07:09:08 PM
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.
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.

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.

Yeah, it's crazy how video games don't have to necessarily obey the laws of physics, how weird is that? It's almost like i have to suspend my disbelief or something.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.3)
Post by: YourLocalMairaaboo on June 19, 2023, 09:30:57 PM
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.
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.

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.
Looks at crioarithmetic engine description.
Only a rad-addled gremlin addict would think Alex cared about realism after that.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: boggled on June 20, 2023, 06:09:20 AM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: scorpico69 on June 20, 2023, 07:17:36 AM
thanks for the quick fix!
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: YourLocalMairaaboo on June 20, 2023, 11:42:45 AM
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.
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: e on June 20, 2023, 12:28:22 PM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: Phalamy on June 20, 2023, 01:04:00 PM
Hey does the CHAMELEON still remove Luddic path cells from your planets if you have an Alpha Ai core installed into it?
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: boggled on June 20, 2023, 01:05:35 PM
Hey does the CHAMELEON still remove Luddic path cells from your planets if you have an Alpha Ai core installed into it?

Yes. It should remove the Luddic path cells condition from that colony and prevent the buildings/cores on that colony from contributing to the hostile activity progress.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: [REDACTED] on June 20, 2023, 02:30:00 PM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: e on June 20, 2023, 02:51:56 PM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: [REDACTED] on June 20, 2023, 03:27:25 PM
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.
Im not complicating anything, you're just acting like a religious zealot.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: jvaler on June 20, 2023, 04:15:39 PM
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 with
Code
# Controls how long resource improvement projects take (in days).
"boggledResourceImprovementTime":200,
but that feels a bit janky.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: boggled on June 20, 2023, 04:27:40 PM
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 with
Code
# Controls how long resource improvement projects take (in days).
"boggledResourceImprovementTime":200,
but that feels a bit janky.

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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: [REDACTED] on June 20, 2023, 04:57:34 PM
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 with
Code
# Controls how long resource improvement projects take (in days).
"boggledResourceImprovementTime":200,
but that feels a bit janky.

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.
If material requirements are an option I could see using organics and volatiles to increase their abundance, organics especially.
Perhaps a new chemical seeding building could be added as the requirement for them.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: jvaler on June 20, 2023, 07:06:46 PM
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
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: Black Jack on June 20, 2023, 07:16:35 PM
'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"
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: [REDACTED] on June 20, 2023, 07:45:47 PM
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.
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).
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: e on June 20, 2023, 08:47:02 PM
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.
Im not complicating anything, you're just acting like a religious zealot.

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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: jvaler on June 20, 2023, 08:59:06 PM
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).
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.
What about it do you disagree with? How do you create resource deposits that weren't there before?

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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: Black Jack on June 20, 2023, 10:02:58 PM
'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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: e on June 20, 2023, 10:06:55 PM
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.

Cramped Infrastructure is not from this mod, it's from Grand.Colonies (https://fractalsoftworks.com/forum/index.php?topic=20986.0). You're probably confusing it with Cramped Quarters which are completely different.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: jvaler on June 20, 2023, 10:13:22 PM
Didn't Grand Colonies fix that anyways? If this is post-patch you should probably report it to them.
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
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: [REDACTED] on June 21, 2023, 07:08:33 AM
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).
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.
What about it do you disagree with? How do you create resource deposits that weren't there before?

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.
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.

Addition: After having looked at the in-game description of "volatiles" making deposits of them should probably require transplutonics since the game if focused on specific volatiles, which can be made by exposing stuff to radiation, and to clarify how you would make organic material deposits, just plant various different plants, nothing about the description of "organics" implies or specifies their origins meaning they could come from a wide variety of sources.

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.
Im not complicating anything, you're just acting like a religious zealot.

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.
"warped definition of "religious zealot"" says the guy rejecting logic in favor of his holly text.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: Alex on June 21, 2023, 10:56:08 AM
You're a funny guy.
"warped definition of "religious zealot"" says the guy rejecting logic in favor of his holly text.

Let's not have this deteriorate into a flamewar, please.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: Damexius on June 21, 2023, 12:35:54 PM
'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.

i just disabled it
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: boggled on June 21, 2023, 04:44:03 PM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: jvaler on June 21, 2023, 05:00:35 PM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: [REDACTED] on June 21, 2023, 05:41:08 PM
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?
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: [REDACTED] on June 21, 2023, 05:48:18 PM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: jvaler on June 21, 2023, 08:17:02 PM
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.

Only having surface access to organic material (because it's freshly terraformed) would be a lot sparser than being able to access xyz years of carbon cycle matter below the surface. Which is again why I think planet cracking would be a good idea for this.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: e on June 21, 2023, 09:06:23 PM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: YourLocalMairaaboo on June 22, 2023, 01:15:06 AM
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.
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: e on June 22, 2023, 02:30:20 AM
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.
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.

Still, there seems to be a correlation (at least in vanilla core worlds, not considering randomly generated worlds) between availability of organics and the danger it presents. Jangala and Salamanca are the two bigger sources of the resource and both of these present a type of additional hazard, Salamanca being obvious and Jangala while being habitable, it is hardly a safe place to be given it's conditions and xenolife.

Meanwhile, the tamer worlds, like Gilead, Tartessus or Volturn, they have a not insignificantly lower production of organics, maybe due to climate (colder worlds like Eochu Bres barely has any organics at all) or maybe because their focus is on food production. Random worlds don't seem to follow these conditions, so it is possible that plentiful organics can just grow on any habitable planet consequence-free, but the core worlds at least seem to indicate that max organic production come with an inherit risk.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: Brob on June 22, 2023, 01:23:33 PM
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
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: boggled on June 22, 2023, 04:08:12 PM
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

Yeah, this should be easy to add.

I'm glad you're enjoying the mod!
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: jvaler on June 22, 2023, 08:29:24 PM
[REDACTED], I looked ingame and every organics tooltip references it as an underground resource.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: [REDACTED] on June 23, 2023, 08:56:30 AM
[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."
At best you're exaggerating, but Im inclined to assume you're intentionally lying since the literal tool tip for the item itself is the most obvious thing to check first, of course, the tool tips for (trace)organic deposits and mining, as well as the fact it's mining that produces them all imply they are an underground resource, but none outright state it. And of course, absolutely none of this in any way refutes my point that you could have farms for producing organic material for the applications described in the literal description of organics them selves.

Addition: After having terraformed a planet, the implied form of deposit seems to vary by tier of deposit, 2 of them IIRC implying oil, which planet cracking would not be a good tool for obtaining, and thinking about it, planet cracking wouldnt be good for obtaining coal or any other form of organic deposit since logically violently breaking open a planet would produce a lot of heat, which could ignite the very resource you're trying to obtain. With this in mind, making organics deposits should be limited to low quality deposits(if remaining possible at all), and the main means for obtaining organics from terraformed planets should probably be farming instead using a high initial investment industry.

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
Nothing unrealistic about such an option.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: jvaler on June 23, 2023, 04:19:39 PM
I don't know why you think I'm being malicious or lying. Not trying to be hostile.

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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: Ivan Fullbright on June 23, 2023, 06:52:17 PM
Getting a couple different crashes, figured I'd ask about it here.

First, happens whenever I try to create a mining station:

Spoiler
93743 [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:

Spoiler
78055 [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
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: Godofchaos on June 24, 2023, 06:27:05 AM
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)
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: boggled on June 24, 2023, 01:11:58 PM
Getting a couple different crashes, figured I'd ask about it here.

First, happens whenever I try to create a mining station:

Spoiler
93743 [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:

Spoiler
78055 [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,

Neither of those stack traces has any reference to TASC in them. I've never heard of this crash before so I suspect another mod is causing it. If you're able to replicate the crash, can you please try doing so with only TASC (no other mods) enabled?

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)


Same as above - there's no mention of TASC in that stack trace. Can you please try to replicate the crash with only TASC enabled?
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: 5ColouredWalker on June 24, 2023, 09:04:29 PM
I don't know why you think I'm being malicious or lying. Not trying to be hostile.

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.
Then based on Organics sounds like a industry for converting Food to Organics would make sense.

I don't think Planet Cracking would be a good option for accessing Coal/Oil/Gas, but call it Fracking or pretend you're dealing with a CEO who calls it Planet Cracking to sound extreme and it makes sense.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: Kat on June 25, 2023, 01:28:03 PM
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?
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: boggled on June 25, 2023, 02:12:31 PM
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?

That's correct. It can be toggled on and off but setting it to a custom value would require editing the source code and recompiling.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: [REDACTED] on June 27, 2023, 11:58:55 PM
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
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: Vaelophisnyx on June 28, 2023, 01:57:37 AM
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)
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: [REDACTED] on June 28, 2023, 09:55:51 AM
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?
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: boggled on June 28, 2023, 04:41:50 PM
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?

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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: [REDACTED] on June 28, 2023, 07:05:03 PM
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?

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'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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: Arghy on June 29, 2023, 01:05:38 AM
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?
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: boggled on June 29, 2023, 02:18:34 PM
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?

Stations have their own colony with resources and the 12 building limit. They function just like a regular colony on a planet.

The Plasma Dynamo works on siphon stations despite the description implying otherwise.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: JenkoRun on June 30, 2023, 07:20:32 AM
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?
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: boggled on June 30, 2023, 07:21:48 AM
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!
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: JenkoRun on June 30, 2023, 07:38:47 AM
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!
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: justnewaccount3131 on June 30, 2023, 01:07:57 PM
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?

my colony was never bombarded and I do not use a nanoforge or even heavy industry. so I do not know what caused this. any help would be appreciated.

also please tell me if there's a mod that can remove it. I consider the whole mechanic bulls__t. in scifi, everything should be changeable.

Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: boggled on June 30, 2023, 01:32:59 PM
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?





Research functionality and different types of farming industries is from AotD, not TASC.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: justnewaccount3131 on June 30, 2023, 03:19:29 PM
oops :) thanks
Title: Re: [0.95.1a-RC6] Terraforming and Station Construction (v8.1.6)
Post by: zacharywere on June 30, 2023, 08:09:17 PM
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
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: boggled on July 01, 2023, 07:15:52 AM
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

All the old versions of TASC are stored at the below link.

https://github.com/boggled-starsector/boggled_modpack/tree/master/Old
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: ttds flat-d major on July 01, 2023, 10:53:40 AM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: boggled on July 01, 2023, 11:25:49 AM
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!
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: Akekho on July 01, 2023, 02:51:18 PM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: boggled on July 01, 2023, 07:56:25 PM
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.

I'm glad you're enjoying the mod!

I agree, and in a future patch I will be making a few changes to the costs associated with terraforming projects.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: qws2 on July 01, 2023, 09:46:34 PM
I updated this mod for 8.4.4. I can build mod builings, but terraforming control panel disappeared in colony screen.
I tried to disenabled everymod else except this mod and Nexelin. But it remains the same.
Can I get the previous version?
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: n3xuiz on July 01, 2023, 10:50:24 PM
@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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: ttds flat-d major on July 01, 2023, 11:46:46 PM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: qws2 on July 02, 2023, 12:44:20 AM
@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.

I found it! Thanks!
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: Coil on July 02, 2023, 01:53:00 AM
Any chance you might incorporate the DIY planets idea of comet capture? It's a nifty and lore friendly way to get water without one the designated water types planets!
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: YourLocalMairaaboo on July 02, 2023, 02:47:41 AM
They already have that in asteroid processing, at stations.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: boggled on July 02, 2023, 10:48:19 AM
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.

Hmm, thanks for letting me know about that. I anticipate I won't be releasing the next update for a few months so that will give Kaysaar plenty of time to fix those bugs with the new type of forge in AotD.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: Coil on July 05, 2023, 09:11:13 PM
They already have that in asteroid processing, at stations.

Any station type? I havent noticed that before!
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: RichoDemus on July 06, 2023, 12:54:56 PM
I'm supposed to report this bug to you :)

https://imgur.com/a/p51VZKa
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: boggled on July 06, 2023, 12:56:48 PM
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?
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: [REDACTED] on July 06, 2023, 06:41:04 PM
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?
They probably think the defence strength multiplier is a bug and not intended to be extremely punishing.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: Crimsteel on July 07, 2023, 01:09:54 AM
I would like to file a complaint.

Quote
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)
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: boggled on July 07, 2023, 03:05:13 PM
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?
They probably think the defence strength multiplier is a bug and not intended to be extremely punishing.

Oh. Well, it's intended to be extremely punishing. There's now a settings toggle to disable that penalty if the player doesn't like it.

I would like to file a complaint.

Quote
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)

Thanks for reporting this! I'll look into it and try to release a hotfix tomorrow for this and any other Illustrated Entities bugs on 0.96a.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.4)
Post by: RichoDemus on July 09, 2023, 04:05:12 PM
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 :(



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 :)
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on July 09, 2023, 05:16:42 PM
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 :(



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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: RichoDemus on July 10, 2023, 01:04:05 AM
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 :(



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
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: SCMDR_Aramantha on July 10, 2023, 02:19:48 AM
Is the new update save compatible?
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on July 10, 2023, 06:04:31 AM
Is the new update save compatible?

Yes!

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 :(



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


Adding this would require significant development work, and most players don't change the settings from the defaults and will never use it. I might add it in the future at some point but I can't promise anything.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: BrotherCavalier on July 13, 2023, 02:35:15 AM
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!
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on July 13, 2023, 06:42:26 AM
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!

I'm glad you're enjoying TASC!

That's a good idea - I'll try to implement it in the next update.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Matheld on July 15, 2023, 11:22:23 AM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on July 15, 2023, 01:38:39 PM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Matheld on July 15, 2023, 02:37:12 PM
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.

Yeah that's fair, I just figured it wouldn't be too much of a task to add in a desert planet as a terraforming option and make it only able to be made with hot or extreme heat modifiers. But then again I'm not a modder..
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: [REDACTED] on July 15, 2023, 11:04:00 PM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on July 16, 2023, 07:35:57 AM
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.

It's my view that the gameplay is better and more fun if there are tradeoffs and limitations on what the player can do, and the player has to plan and make choices about how to colonize. Just because something would be useful doesn't necessarily mean it would improve gameplay.

Based on the data I was collecting previously, there was a large majority who seemed to agree with this approach and didn't change the default settings - I think they just don't post on the forums as much as players who would prefer to see changes made.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Matheld on July 16, 2023, 09:14:13 AM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on July 16, 2023, 10:42:34 AM
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.

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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Matheld on July 16, 2023, 02:31:02 PM
-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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on July 16, 2023, 04:12:32 PM
-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.

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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Matheld on July 17, 2023, 06:27:20 AM
-snip-

-snip-

-snip-

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.

This I don't know actually. Theoretically it would be possible if the stellar reflectors were a permanent requirement. How this would be done modwise/codewise I... also don't know, I can only speak about what would make sense? I understand you don't want to make them counter Extreme heat, which I agree with, at least for Volcanic planets (since their heat doesn't come from the sun), As for non-volcanic planets with extreme heat... Well I can't speak on how the modding works, but at least there it makes logical sense that you can deflect some of the heat to technically make an Extreme heat planet into simply a hot planet.

My conjecture would be that, if it was possible, make stellar reflectors an 100% critical component for making the planet habitable. But again I don't know if this is possible, if it could be modded in to make the planet automatically revert to its original state or at least lose the habitable trait if the reflectors aren't installed?

I understand this would probably be a lot of work though for such a niche situation so.. Well I won't make any demands. Only putting forwards ideas I've had of how it could be done.

I'll defer to your judgement on this... since, you know.. It's your mod and your decision :D
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: nathanebht on July 17, 2023, 03:48:16 PM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on July 17, 2023, 04:49:37 PM
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.

Water is a commodity now? I have no idea what mod adds that but it isn't TASC!
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: jvaler on July 17, 2023, 05:51:42 PM
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.

Water is an Ashes of the Domain commodity, completely unrelated to Terraforming and Station Construction.

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.

Its description also states it is a pain to transport due to the incompressable properties of water.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: 2467861266 on July 17, 2023, 08:38:36 PM
seems not compatible well with the new missles added in 0.96
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on July 18, 2023, 07:47:52 AM
seems not compatible well with the new missles added in 0.96

TASC doesn't make any changes related to combat or ship loadouts. Any problems you're experiencing must be related to a different mod.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Sausage Man on July 21, 2023, 07:05:36 AM
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?
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on July 21, 2023, 07:11:39 AM
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?
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Sausage Man on July 21, 2023, 08:13:17 AM
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
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on July 21, 2023, 08:22:43 AM
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?
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Sausage Man on July 21, 2023, 11:28:05 AM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on July 23, 2023, 05:12:34 AM
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.

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?
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Sausage Man on July 24, 2023, 04:28:20 AM
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.

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?
I gave my astropolis to them and i was able to improve the farmland. Thank you for your help.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Nameless on July 24, 2023, 03:43:13 PM
Hi, something I don't really understand, what planet type has "moderate/large amount of water present" apart from water world?
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Leob70 on July 24, 2023, 04:00:24 PM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on July 24, 2023, 04:20:13 PM
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.

This is correct! The non habitable planet types (eg. barren) have no water.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: KonigallerWaffen on July 26, 2023, 02:20:46 AM
Hello, is this save compatible or do I need a new save?
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on July 26, 2023, 03:58:59 PM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Nameless on July 27, 2023, 08:28:12 AM
I have to ask, why, lol.

(https://i.imgur.com/pbk4kkX.png)
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: KonigallerWaffen on July 27, 2023, 12:32:55 PM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on July 28, 2023, 06:02:32 AM
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!
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Nameless on July 28, 2023, 04:17:04 PM
I could argue earth doesn't only have sea water either but I respect the choice being made.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Cr00cy on July 29, 2023, 01:00:53 PM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on July 29, 2023, 04:46:37 PM
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.

CHAMELEON only effects the planet it's built on.

Atmosphere Processor is required for certain terraforming projects.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: ethantokes on August 03, 2023, 04:12:28 PM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on August 03, 2023, 04:47:03 PM
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.

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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Vmk2 on August 04, 2023, 08:15:18 AM
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?
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on August 04, 2023, 08:43:45 AM
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?
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.

I'm glad you're enjoying TASC!

My comment about the water being too salty is for the purposes of suspending disbelief - obviously it's impractical even with starsector level technology to send water from one planet to another in large enough quantities for terraforming. I got that idea from the vanilla lore for Ismara in the Penelope's Star system. It's makes for more interesting gameplay to be sending water from one colony to another than to just build a desalination planet.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Ragnarok101 on August 04, 2023, 01:00:13 PM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on August 04, 2023, 01:05:30 PM
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.

Thanks for letting me know about this. It will be difficult for me to fix from TASC due to the logic used by the Plasma Dynamo to determine where it can be installed. Since it doesn't provide any benefit and can just be uninstalled from the Mining building, I'm not going to make any attempt to fix this.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Smilein on August 07, 2023, 08:49:22 PM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: YourLocalMairaaboo on August 08, 2023, 02:58:44 AM
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?
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Kat on August 08, 2023, 03:17:40 PM
Is TASC compatible with "Lobster Proliferation (https://fractalsoftworks.com/forum/index.php?topic=19933.0)" ? is it possible to make them compatible ?
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on August 08, 2023, 04:33:43 PM
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.

I'm not sure. I didn't add anything in my code to prevent it, but the vanilla logic may block it. Please let me know what happens!

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?

At this time I don't have any plans for a collaboration or support for the IndEvo arcology building. It seems like that industry is somewhat similar to Domed Cities so the player might want to disable Domed Cities in the TASC settings if they plan to build the IndEvo arcology.

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!
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Jimminy Crimbles on August 09, 2023, 12:13:46 AM
speaking as someone using both TASC and lobster proliferation, i've never noticed any issues. it should be fine.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Ragnarok101 on August 09, 2023, 09:06:38 AM
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?
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Kat on August 09, 2023, 12:14:19 PM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on August 09, 2023, 05:06:34 PM
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?

Yeah, that's the vanilla behavior. It doesn't make sense to me either, but I chose not to modify it.

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.

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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Jimminy Crimbles on August 10, 2023, 12:58:24 AM
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:
Code
  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;
  }
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: GuerrillaGorilla on August 10, 2023, 06:44:09 AM
Code
This 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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on August 10, 2023, 04:44:30 PM
Code
This 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.

Hmm, what is the name of the planet? Perhaps other players here will recognize what mod it's from.

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:
Code
  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;
  }

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!
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Jimminy Crimbles on August 10, 2023, 04:45:05 PM
Code
This 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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on August 10, 2023, 04:46:36 PM
Code
This 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! I'll try to release a patch soon to add support.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: GuerrillaGorilla on August 11, 2023, 08:43:41 AM
Code
This 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! I'll try to release a patch soon to add support.
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".
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: jvaler on August 11, 2023, 01:01:28 PM
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?
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on August 11, 2023, 01:39:08 PM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: jvaler on August 11, 2023, 02:03:09 PM
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?
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on August 11, 2023, 02:38:00 PM
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

Agreed on this, and that's intended.

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?

Yeah, it's meant to act sort of like a tech tree in that the player has to reach a certain level of power before they can access some of the endgame content.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: SirFfuzzyLogik on August 12, 2023, 09:49:45 PM
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.

That's why I couldn't find the atmospheric processor. Thanks for the clarification!
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: JenkoRun on August 13, 2023, 03:28:12 AM
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?
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on August 13, 2023, 12:19:26 PM
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?

This is sort of covered by the very high Pather interest generated by most of TASC's buildings. Terraforming projects usually require at least one or two of these buildings.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Cykodelik on August 15, 2023, 12:09:06 PM
So I I just built a sling on a cryovolcanic world and I still don't have access to large quantaties of water. Do I need to build to, is there a distance issue?

Basically how does Imsara's sling work???

I am getting "moderate amounts of water" as green now but I don't know if it started like that

Great mod and thank you but we really need a guide or just tooltips maybe?
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Cykodelik on August 15, 2023, 12:13:18 PM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Arghy on August 15, 2023, 12:34:59 PM
Yep sling is system wide and only on cryo worlds--check the temps on worlds too because extreme temps mean you can't terraform where regular temps means you can convert lifeless balls into garden worlds. I'd like the sling to work on frozen worlds too since their description mentions oceans but you could do some fun with orbital mirrors and the atmo processor.

You could do some inter system transit hub as an industry where you'd have freighters and tugs transporting the massive amount of ice into another system. If you required a hub at both systems that'd be a significant investment and really open up where you wanted to settle.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Kaphraxus on August 15, 2023, 01:04:44 PM
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?
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: JenkoRun on August 15, 2023, 01:20:18 PM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on August 15, 2023, 04:25:48 PM
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?

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?

Most of the "landmark" stations play some role in quests. Colonizing them could cause game breaking bugs with those quests if they weren't already completed. It's the same reason the planet-killer device is non-default: messing with vanilla content that's essential for quests leads to problems.

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.

Perhaps - feel free to reduce the build cost, build time and/or upkeep cost in the industries.csv file if you feel it's not worth it by default.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Jimminy Crimbles on August 16, 2023, 03:07:26 AM
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.

if you have any asteroids in the system, whether rings or small patches, you can build a station and construct asteroid processing there. it's a reflavored ismara's sling, except for asteroids, and works the same way
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: JenkoRun on August 16, 2023, 08:10:46 AM
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?

I don't believe so, at least not that I can tell other than the weird interaction when claiming a planet, if I find anything that this actually causes a problem with I'll report it.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: AcaMetis on August 16, 2023, 10:07:47 AM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: JenkoRun on August 16, 2023, 10:25:32 AM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: TalRaziid on August 16, 2023, 12:31:59 PM
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
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on August 16, 2023, 05:53:08 PM
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?
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: TalRaziid on August 16, 2023, 11:05:36 PM
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
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Lupin III. on August 19, 2023, 09:26:25 AM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on August 19, 2023, 01:39:44 PM
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.

I'm glad you're enjoying TASC!

Marking planets as finished has been suggested before and I think it's a good idea. I know it's annoying and tedious to scroll through several pages of planets where terraforming is "finished" just to find the one where a project needs to be started, so I plan to implement this (or something similar) in the next major patch.

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.

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.

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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Dal on August 19, 2023, 01:46:39 PM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on August 19, 2023, 06:37:57 PM
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.

Hmm, I'll consider this. I can see how this would be convenient for the resource improvement projects.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Cellular on August 20, 2023, 01:48:07 PM
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...
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on August 20, 2023, 01:49:59 PM
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'm glad you're enjoying TASC!

This was done for balance reasons and because astropolis stations already fill the role of being built in orbit around planets.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Lupin III. on August 22, 2023, 12:38:26 PM
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.

Of course there is a difference between things that can't ever be done and those which can't be done because of missing prerequisites. The former should just not be shown, because that is how the game does it everywhere else (if you can't trade with a market because you're hostile, the entry isn't there; if there aren't any messages for certain intel tabs, those tabs aren't shown; aso.). E. g. if a climate is already "mild" there is no point in still showing the entry. If a planet isn't irradiated, toxic, without right density, with extreme weather there's no point in showing the respective entries. If all atmospheric conditions are optimal, hide the "atmospheric conditions improvement options" menu entry (or show it greyed, with a tooltip of paraphrasing "all done"). The same for resource improvement. If a resource is already maxed, no point in showing the option. If all resources are maxed, hide the "resource improvement options" (or again show it greyed out). The same with planet type change options. You can't change a hot planet into a frozen world.

This could also be a kind of way to find "done" planets. If a planet is habitable and there aren't any atmospheric conditions and resources to improve, only show it in the "all planet" list.

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.

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.

Don't get me wrong. I'm not criticizing the functions of the mod. In my opinion Startsector doesn't feel complete without it and I'll use it in any case!
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on August 22, 2023, 03:57:03 PM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Droll on August 22, 2023, 04:19:47 PM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on August 22, 2023, 05:19:14 PM
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.

Grand Colonies uses some very complex code to make the industry scroll bar work. I'm not sure I could figure it out, and even if I could, it might cause problems with Grand Colonies itself or other mods also using reflection that try to modify the same classes.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: raco12 on August 24, 2023, 05:24:29 PM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on August 25, 2023, 07:18:28 AM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: raco12 on August 25, 2023, 11:02:37 AM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on August 25, 2023, 12:23:22 PM
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.

I think VOK will have to handle the +2 to Farming on their end. This is because the +2 comes from the Stellar Reflector Array condition which is part of vanilla.

I can probably handle the Mining Drones production increase in TASC.

Please post the screenshots here on the forum - I'm not active on the discord.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: FreedomFighter on August 30, 2023, 06:06:30 AM
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).
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on August 30, 2023, 05:09:39 PM
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).

No, it would be necessary to edit the source code and recompile to change the drop chances. As far as source code edits go, this one would be very easy, but you'll still need to be able to read code. Sorry!
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Thyx on August 31, 2023, 02:22:39 PM
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)
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on August 31, 2023, 05:45:16 PM
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)

I'm glad you're enjoying TASC!

I do plan to add a settings toggle to allow the Stellar Reflector Array to suppress extreme temperatures in the next patch.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: JenkoRun on September 02, 2023, 01:04:46 AM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: JenkoRun on September 02, 2023, 07:14:23 AM
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?
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on September 02, 2023, 01:19:28 PM
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.

Fullerene spool being blocked on planets with extreme tectonic activity is vanilla behavior. I'm not going to attempt to modify it, and I'm not going to have harmonic damper remove tectonic activity instead of suppressing it. I like to think of it as being too risky to install a fullerene spool on a planet where the harmonic damper could be disabled due to hostile activity or human error.

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?

This has been suggested before, but I decided not to implement it. This is because I think allowing the player any way to circumvent the ground defense penalty from domed cities would be bad for gameplay.

If you really don't like that ground defense penalty, I added a settings toggle to disable it in a recent patch!
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: OmegaInfinita on September 07, 2023, 05:20:46 PM
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)
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on September 07, 2023, 07:15:42 PM
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!
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: OmegaInfinita on September 07, 2023, 08:00:47 PM
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!


Got it! I have the screenshot right here:
Frozen Desert World (https://steamuserimages-a.akamaihd.net/ugc/2036245141339919201/D00492DEEBF920C76AD633970212BED77713EF33/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false)
" nskr_ice_desert " is what it shows.
Much appreciated!
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Jimminy Crimbles on September 07, 2023, 10:30:32 PM
to be clear, frozen deserts are from lost_sector.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: OmegaInfinita on September 07, 2023, 10:39:08 PM
to be clear, frozen deserts are from lost_sector.


Ah, must've missed it when looking through. Thanks!
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on September 08, 2023, 06:52:47 AM
to be clear, frozen deserts are from lost_sector.


Ah, must've missed it when looking through. Thanks!

Thanks, I'll add support for this planet type in the next patch!
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Lycaeon on September 13, 2023, 11:26:03 AM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: icheltso on September 13, 2023, 11:43:06 AM
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 ***.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Kadatherion on September 13, 2023, 02:58:26 PM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on September 13, 2023, 04:10:17 PM
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.

Yup, it's disabled because it's overpowered and contributes to trivializing decisions about what planets to colonize.

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.

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.

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.

Astropolis stations have no special conditions or resources. The Yma siphon station does have volatiles deposits if you recolonize it, and most of the other vanilla stations will also retain their deposits if recolonized. If you find one that doesn't, please let me know because it's a bug!

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.

I'm not sure I could consider Nova Maxios and Tigra City to be mining stations. The only vanilla station I can think of that I would consider a mining station would be Derinkuyu Mining Station, and adding an exception for it would likely be more trouble than it's worth because it would break the existing system of "scrapping" any abandoned mining stations before building a new one.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Lycaeon on September 13, 2023, 06:01:00 PM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on September 14, 2023, 12:31:12 PM
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.

Sorry, it's actually a little more complicated than I made it seem in my previous post. I cannot change the underlying code that vanilla uses to determine whether a special item can be installed. What I can do is use the "hidden condition hack" to ensure those conditions are met or not met. However, for the plasma dynamo, it merely checks whether the market is a gas giant using the following code:

Code
(market.getPlanetEntity() != null && !market.getPlanetEntity().isGasGiant())
Since the PlanetEntity for stations is always null, I cannot prevent the plasma dynamo from being installable.

Also, for some items which check whether the market is habitable or what the temperature on the market is, using the "hidden condition hack" could cause bugs with other mods if they have features that check whether a certain condition is present.

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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Lycaeon on September 14, 2023, 04:39:59 PM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Bobamelius on September 14, 2023, 10:33:54 PM
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?
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on September 15, 2023, 07:14:31 AM
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?

It's a "reskin" of Ismara's Sling so it won't show up in the console.

It can only be built on stations, and you need to have Ismara's Sling enabled in the settings file (it's enabled by default). If you still can't build it on your stations, please post a screenshot of the station in question and the settings file and I will take a look.

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.

Yeah, I'm surprised station construction/colonization hasn't been added to vanilla in some form. Maybe it will be in the future.

I don't intend to make changes to disable just the "no atmosphere" special items on stations. It would be a non-default option and I don't think it would improve the gameplay much because players who don't want to use those items on stations can simply not do so.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: JamesTripleQ on September 29, 2023, 12:54:56 PM
Heya just a heads up that the setting for turning off domain artifacts on cryosanctum seems broken.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: EmperorLuuk on October 01, 2023, 01:54:01 AM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Texas Redhawk on October 01, 2023, 02:16:27 AM
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
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: SteelHeart on October 01, 2023, 08:39:55 PM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: EmperorLuuk on October 01, 2023, 10:18:16 PM
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 :)
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on October 02, 2023, 12:06:00 PM
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 :)

I'm going to try to add buttons to open the terraforming menu to TASC buildings on the colony management screen in the next patch. Hopefully that will make it more convenient to open the menu and it will be harder to miss.

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:

Code
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.

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?
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Desregaurd on October 02, 2023, 11:30:05 PM
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:

Code
if(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
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: JamesTripleQ on October 03, 2023, 06:36:33 AM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on October 03, 2023, 07:40:32 AM
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.

Ah, I see what you mean. The player-built cryosanctum will only demand Domain-era artifacts if the player has Domain Archaeology enabled. I imagine there are very few players who keep Domain Archaeology enabled but don't want cryosanctums to demand Domain-era artifacts, but I can add a check for the "cryosanctum demands artifacts" setting in the next patch to accommodate that configuration. Thanks for letting me know about this!

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:

Code
if(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

I wasn't aware a CSV file was used to determine production for that building. I can certainly add that to TASC in the next patch. Since it's a CSV, the player could configure it themselves in the meantime. Thanks for bringing this to my attention!
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: StariTV on October 11, 2023, 02:26:47 PM
can I disable terraforming in this mod to use DIY Planets?
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on October 11, 2023, 05:35:04 PM
can I disable terraforming in this mod to use DIY Planets?

Yes, please use the settings file or the LunaLib in-game GUI to do so.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: StariTV on October 13, 2023, 09:21:56 PM
can't commerce be built at stations?
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on October 14, 2023, 07:27:48 AM
can't commerce be built at stations?

Yes, the vanilla commerce industry can be built at stations.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: JamesTripleQ on October 15, 2023, 06:39:01 AM
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?
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on October 15, 2023, 09:35:51 AM
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?

No, Terran worlds have moderate water. You'll need Ismara's Sling or Asteroid Processing in that system to upgrade farming.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: chedabu on October 24, 2023, 08:33:45 PM
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
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: avnplja on October 25, 2023, 11:11:10 AM
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  :)
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on October 25, 2023, 04:48:25 PM
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

No, but I'm planning to add right click options to the terraforming buildings to open the menu in the next update.

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  :)

Yes, you can build your own stations in almost any system with TASC.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: megu on October 26, 2023, 10:06:44 PM
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
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: beket70 on October 27, 2023, 05:28:49 AM
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?
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on October 27, 2023, 06:46:36 AM
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

Interesting... upon completing the quest, it just added both items to your cargo? And just to clarify, the Scythe of Orion is the vanilla quest, not a modded one?

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?

Hello! Which buildings can you not construct on planets? Can you please post a screenshot of one of the planets in question and specify which buildings cannot be constructed there?

The main reasons I can think of for this happening is you inadvertently disabled terraforming in the settings file and/or LunaLib UI, or the requirements for the buildings are not met on the planet on which you're trying to construct them.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Uther Phobos on October 29, 2023, 04:13:41 PM
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?

Do you have Ashes of the Domain running as well? You'll have to research them first in that case.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: jwc1015 on October 29, 2023, 07:55:54 PM
Hello! Was just wondering if Asteroid Processing was removed from the latest version - I can't find it anywhere in the code or in the research menu in-game (I have AOTD)
EDIT: I also checked the code of the downloadable .zip and couldn't find Asteroid Processing in Industries anywhere
SECOND EDIT: Just checked using console and oops, didn't realize that it could be just a renamed Ismara's Sling for stations. Have a good day!
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Psylo on November 02, 2023, 02:20:07 AM
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!
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Uther Phobos on November 02, 2023, 03:25:31 PM
Came across an unsupported planet type: "nskr_ice_desert", from LOST_SECTOR mod.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on November 02, 2023, 04:53:57 PM
Came across an unsupported planet type: "nskr_ice_desert", from LOST_SECTOR mod.

I already have plans to add support for this planet type in the next patch!

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!

I'm glad you're enjoying TASC!

I don't think adding Terran-eccentric as a terraforming option is a good idea. Since it has no gameplay/functional difference from regular Terran planets, it would be confusing to players why the option exists and which one they should choose. Also having an additional option in the menu would contribute to clutter without adding much of value since Terran-eccentric is basically the same as Terran except for the sprite.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Imic on November 03, 2023, 04:01:27 PM
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?
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Phenir on November 03, 2023, 10:03:08 PM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Imic on November 04, 2023, 03:15:00 AM
Cheers, sorry!
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Uther Phobos on November 05, 2023, 04:49:09 AM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Maethendias on November 06, 2023, 09:25:10 AM
theres a hard crash when slotting a beta core onto a kletka simulator
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on November 06, 2023, 10:06:06 AM
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.

No, I'm not going to modify the vanilla behavior for the lobster economy. That's outside the scope of TASC and I imagine vanilla or another mod will eventually fix it.

theres a hard crash when slotting a beta core onto a kletka simulator

Can you please post the stack trace?
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Tairanos on November 07, 2023, 04:50:46 AM
Love your mod, but it is giving me a incompatibility with Lunalib and causing a CTD
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on November 07, 2023, 10:30:29 AM
Love your mod, but it is giving me a incompatibility with Lunalib and causing a CTD

I reviewed the log file you uploaded but I don't see any reference to TASC in the stack trace. I would suggest deleting your LunaLib folder and redownloading it, and if that doesn't work, post in the LunaLib thread.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Hubris on November 08, 2023, 10:06:57 AM
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?
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on November 08, 2023, 10:12:32 AM
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?

Hey, this has already been reported. Unfortunately it would require editing the source code to add support yourself.

I plan to release another update within a couple months - sorry for the wait!
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Caralor on November 16, 2023, 12:38:11 PM
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!
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Uther Phobos on November 16, 2023, 12:43:02 PM
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!

It's a planetary structure. System must have a blue supergiant.

If you have AotD Vaults of Knowledge installed, you also need to research it first.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Caralor on November 16, 2023, 01:03:31 PM
Thank you so much! This really opens up the types of systems I'll be able to colonize now.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: StuffyEvil on November 23, 2023, 01:47:30 PM
(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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on November 24, 2023, 07:31:28 AM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Uther Phobos on November 24, 2023, 09:33:35 AM
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.
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.

There's definitely something weird going on, though. Note the claim of limited exports due to accessibility on a colony that should be capable of exporting double that out of faction. But i don't think that's from TASC.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Def16 on November 25, 2023, 09:36:33 PM
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?
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on November 26, 2023, 09:45:51 AM
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!
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Uther Phobos on November 26, 2023, 10:44:43 AM
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?).
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on November 26, 2023, 03:48:20 PM
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?).

Hmm, ok, thanks. I'll be sure to find a solution for this in the next patch.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Evangel on November 30, 2023, 11:23:36 PM
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]
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on December 01, 2023, 07:15:07 AM
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]

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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Kaysaar on December 01, 2023, 07:29:19 AM
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]

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 repo
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on December 01, 2023, 07:31:45 AM
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]

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 repo

Ok, I will set one up this weekend.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Kaysaar on December 01, 2023, 07:33:59 AM
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]

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 repo

Ok, I will set one up this weekend.
If so i ll also upload current changes to TASC related to aotd collab
for now its going through testing, but you will see changes by yourself
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Evangel on December 01, 2023, 01:39:09 PM
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.

It's currently using a hardcoded list of terraforming options that I made by looking through boggledTerraformingProjectRequirementsMet, so adding more wouldn't break it, it just wouldn't show them. A utility function that returns all the terraforming project IDs would get around that.

It's compatible with the current alpha version of AotD - VoK but that required some work on the UI's part since Kaysaar put the requirement checks in the dialog. A github repo to coordinate and submit patches would definitely help.

The UI is opened by an ability, but the entire UI is independent, so could be opened from anywhere. It's a LunaLib LunaBaseCustomPanelPlugin, so there shouldn't be issues there.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: MJM4444 on December 02, 2023, 06:47:18 PM
How would one go about building an Astropolis in orbit of a planet with a moon?
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Shogouki on December 03, 2023, 01:58:08 AM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on December 03, 2023, 07:47:10 AM
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.

There's a settings option to disable the criteria for building an astropolis if you don't want to be limited by them.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on December 03, 2023, 06:33:14 PM
Hello all,

I created a GitHub repo for TASC at https://github.com/boggledstarsector/tasc. If you want to contribute, please PM me so I can grant you collaborator permissions.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Lunchbox on December 06, 2023, 08:51:16 AM
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
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Ragnarok101 on December 06, 2023, 11:13:12 AM
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

Go into orbit and dig through your ability hotkeys (the same ones you use for stuff like sustained burn, going dark, etc). There's an option for each of the station types, which require certain resources and planet types.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Evangel on December 06, 2023, 02:57:48 PM
Updated my UI mod and just realised I never posted a link to it.
Spoiler
(https://i.imgur.com/V3Td57V.png)
[close]
You can grab it at https://github.com/Evangel63/tasc_command_ui/releases (https://github.com/Evangel63/tasc_command_ui/releases)
If you're gonna report bugs/crashes/whatnot, disable this mod beforehand to make sure it's a TaSC bug and not something I introduced.

Add/remove save compatible, you'll just have to replace the Terraforming Control Panel button on your ability bar.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Kiba on December 12, 2023, 09:54:17 AM
hm do changes in the settings file apply to an existing save?
I enabled Hydroponics, Clone and basically everything which was disabled, but I still cant build those things.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Kiba on December 13, 2023, 07:04:18 AM
hm do changes in the settings file apply to an existing save?
I enabled Hydroponics, Clone and basically everything which was disabled, but I still cant build those things.
Nevermind I think I didnt click "Save All" in the lunalib settings ingame... Now it works
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Spshamrocks3 on December 19, 2023, 02:40:31 PM
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?
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on December 19, 2023, 02:43:31 PM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Spshamrocks3 on December 19, 2023, 04:51:49 PM
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.

Okay thanks!  I figured nothing extreme but was hoping to maybe get it to a tundra world!
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Lethice on January 06, 2024, 05:31:33 PM
Does the sterllar reflector do ANYTHING to a extreme hot planet? or does it just not effect it at all?
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on January 06, 2024, 06:20:31 PM
Does the sterllar reflector do ANYTHING to a extreme hot planet? or does it just not effect it at all?

It will improve farming output and suppress poor light, if applicable.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Lethice on January 06, 2024, 06:22:22 PM
So there is no way to counter extreme heat at all?
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on January 06, 2024, 06:26:17 PM
So there is no way to counter extreme heat at all?


No, not right now. There are changes in the works to allow the player to customize TASC such that extreme heat can be suppressed or changed.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Lethice on January 06, 2024, 08:31:41 PM
Could somsone elaborate on the compatability between this and DIY plannets?
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Akekho on January 06, 2024, 10:55:44 PM
When can we expect (roughly) the new version of the mod to be uploaded?
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on January 07, 2024, 04:53:09 PM
Could somsone elaborate on the compatability between this and DIY plannets?

TASC and DIY Planets are compatible so long as you disable the terraforming features in TASC.

When can we expect (roughly) the new version of the mod to be uploaded?

There's no definite release date. Evangel is regularly making new commits with changes, and once they're finished I will need to review and test the changes. I anticipate it will be at least a few more weeks before the next release, possibly longer.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Astar on January 08, 2024, 12:48:37 AM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on January 08, 2024, 05:40:41 AM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Evangel on January 09, 2024, 03:43:58 PM
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.

That's correct, and all terraforming is configured by CSV, along with the item crafting. About half the buildings are configurable via CSV, and the rest are on their way except for AI Battlestation and Cryosanctum. AI Battlestation because it's a massive bunch of code on top of regular industries, and Cryosanctum because it's overriding a regular industry. You'll still be able to customize them, they're just not completely implemented via CSV options.

As for the goldilocks zone part, I've got no plans to implement a requirement that would suit that, but you will be able to code up and add a new requirement without modifying the TASC source code.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Wholesomeburn on January 16, 2024, 11:06:06 AM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on January 16, 2024, 12:13:26 PM
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.

I'm glad you're enjoying TASC!

After Evangel's changes are finalized, I will be working on adding support for Unknown Skies planet types as terraforming options.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Lethice on January 16, 2024, 02:18:04 PM
There any thoughts about adding compadability with the research system of Ashes of the domain? so terraforming buildings are locked behind research?
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on January 16, 2024, 03:59:33 PM
There any thoughts about adding compadability with the research system of Ashes of the domain? so terraforming buildings are locked behind research?

That already exists in the current release, and Kaysaar is planning on further improving the research system integration once Evangel finishes their changes.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Cel on January 16, 2024, 08:57:31 PM
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)
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Alesha170 on January 16, 2024, 09:13:00 PM
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".
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on January 17, 2024, 06:32:22 AM
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)


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!

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".


Do you have the planetkiller from the vanilla story quest, or one crafted using TASC? You can't deploy the vanilla story quest one.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Cel on January 17, 2024, 04:00:08 PM
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!

Yeah, didn't know you can simply craft the Hypershunt Tap, thought you needed to find it like in vanilla, but read that there's only 1 or 2 in the universe usually, thanks. Was worried I made the coronal tap for nothing.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: FreedomFighter on January 25, 2024, 04:45:52 AM
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?
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Dadada on January 25, 2024, 07:04:49 AM
@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... :(
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Shogouki on January 25, 2024, 01:41:28 PM
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?
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on January 25, 2024, 05:02:20 PM
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?

Hydroponics is disabled by default for the reason you identified - it makes colonizing a planet with farmland unnecessary and this creates a bad gameplay experience. I think it's best to just leave it disabled, or use the industries.csv file to make it more expensive if you're determined to use it anyway.

I think the upcoming changes from Evangel should make it possible to have more granular control over industries beyond what the industries.csv file allows, so I'll leave it up to each individual player if they want to make balance changes to it.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: FreedomFighter on January 26, 2024, 08:05:51 AM
@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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Dadada on January 26, 2024, 10:04:18 AM
@FreedomFighter: See the post you quoted, why I think local would not make any sense, but sure, it would locally upp the self sufficient % and lower related upkeep multipliers, I didn't think of that. Still, debatable if it's worth it, now, it's a different thing if it is faction wide. Imo: Just disable it if you don't like it, but maybe you could just fiddle with its costs.
E: fix'd
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: Uther Phobos on January 27, 2024, 09:27:40 AM
@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.
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: INH_Raider on January 31, 2024, 06:56:30 AM
mod is failing to load master file from github apparently.... it was working fine yesterday and information on what could be causing this?
 
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on January 31, 2024, 01:45:58 PM
mod is failing to load master file from github apparently.... it was working fine yesterday and information on what could be causing this?
 

Hello, what version of TASC are you using? I assume you mean that the version checker is failing to find the version file on github?
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: INH_Raider on February 01, 2024, 03:10:22 AM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.5)
Post by: boggled on February 01, 2024, 05:24:38 AM
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.

No worries! I moved the GitHub repo for TASC to https://github.com/boggledstarsector/tasc a few months ago, and yesterday I deleted the old one. I didn't realize the version file was still pointed to the old URL.

I'll release a patch later today to fix the error. Thanks for the letting me know about this!
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.6)
Post by: immortalartisan on February 03, 2024, 03:36:37 AM
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
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.6)
Post by: boggled on February 03, 2024, 07:41:06 AM
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

Hello,

Do you have the latest versions of both TASC and AotD? If so, I'm not sure why the research system isn't working. Can you please post in the AotD thread and see if Kaysaar has any ideas?
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.6)
Post by: Rob_Ironballs on February 04, 2024, 06:49:04 AM
Hey, when is this gonna be updated to 0.97? please, pretty please
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.6)
Post by: boggled on February 04, 2024, 08:25:55 AM
Hey, when is this gonna be updated to 0.97? please, pretty please

Did you try TASC with 0.97? Did you encounter any bugs or issues?
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.6)
Post by: Rob_Ironballs on February 05, 2024, 06:53:27 AM
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)
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.6)
Post by: boggled on February 05, 2024, 07:06:49 AM
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)

TASC = Terraforming and Station Construction (this mod).

I read the patch notes and I didn't immediately see anything that I thought would break TASC or cause bugs, so it will probably work fine with 0.97. Either way, I think Evangel is almost done with his changes, and once that's released I can start working on additional bugfixes and additions.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.6)
Post by: Rob_Ironballs on February 05, 2024, 08:18:13 AM
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
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.6)
Post by: boggled on February 05, 2024, 08:28:27 AM
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

Thanks, I'm glad you're enjoying the mod!
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.6)
Post by: Arghy on February 06, 2024, 10:18:22 AM
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?
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.6)
Post by: boggled on February 06, 2024, 11:09:36 AM
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?

Ice giants do not provide access to water. You'll need a water or frozen planet for that to build Ismara's Sling, or a station colony to build Asteroid Processing.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.6)
Post by: Thinnish on February 06, 2024, 12:14:10 PM
Can this mod be dropped into an ongoing game?
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.6)
Post by: boggled on February 06, 2024, 02:36:31 PM
Can this mod be dropped into an ongoing game?


Yes, that's fully supported. However, it cannot be removed from an ongoing game once added.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.6)
Post by: _NoSkin on February 10, 2024, 09:28:16 AM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.6)
Post by: Uther Phobos on February 10, 2024, 09:32:20 AM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.6)
Post by: _NoSkin on February 10, 2024, 02:05:47 PM
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 up
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.6)
Post by: sawert42 on February 22, 2024, 03:32:11 AM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.6)
Post by: boggled on February 22, 2024, 06:19:11 AM
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?
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.6)
Post by: sawert42 on February 22, 2024, 11:52:43 AM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.6)
Post by: Magmaul on February 22, 2024, 12:06:11 PM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.6)
Post by: sawert42 on February 22, 2024, 12:25:57 PM
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
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.6)
Post by: nuker1110 on February 22, 2024, 09:08:09 PM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.6)
Post by: sawert42 on February 23, 2024, 04:44:42 AM
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
1. I had multiple planets befor that for multiple cycles and i don't remember them getting invasion even once
2. The invasions and raiding started after building station and the invasions target only the station

But i guess there may be some logic preventing the ai to just send invasions agains a planet that just got established so a player can build it in peace but that ai doesn't extend to stations I'll go and ask on Nexerelin then
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.6)
Post by: AnimeshkaTvar on February 23, 2024, 05:54:37 AM
Update please  :)
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.6)
Post by: Ragnarok101 on February 23, 2024, 06:06:27 AM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.6)
Post by: boggled on February 23, 2024, 06:35:25 AM
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.
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.6)
Post by: AnimeshkaTvar on February 23, 2024, 07:38:13 AM
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.

Thank you for your answer, and good luck to you =)
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.6)
Post by: AnimeshkaTvar on February 23, 2024, 07:40:20 AM
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.

In mod_info.json, right? I'll try this, thanks!
Title: Re: [0.96a] Terraforming and Station Construction (v8.4.6)
Post by: Templar_X on February 25, 2024, 05:49:18 AM
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
Title: Re: [0.96a] Terraforming and Station Construction (v9.0.0)
Post by: boggled on February 25, 2024, 08:44:49 AM
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

Fixed. Thanks for letting me know about this!
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.0)
Post by: AnimeshkaTvar on February 25, 2024, 09:16:41 AM
Well... Yeah, this realy incompatible with save, wich have older TASC version. Is it possible to get the previous version? =)
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.0)
Post by: Apocryphos on February 25, 2024, 09:53:56 AM
Hi, there seems to be a bug after the new update? Accessing markets crushes the game(
Administrators are missing from planets or something  ???
Spoiler
110693 [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]
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.0)
Post by: boggled on February 25, 2024, 10:11:04 AM
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  ???
Spoiler
110693 [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?
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.0)
Post by: Saevarna on February 25, 2024, 10:31:24 AM
Hey,
I've also run into a crash whilst opening the trade market (option [3]) on a non-TASC planet, in my case Agreus.
Spoiler
268577 [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]
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.
EDIT: Also crashing in Nomios, Ancyra.
Derinkuyu, Jangala, Asharu work.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.0)
Post by: Apocryphos on February 25, 2024, 10:40:40 AM
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  ???
Spoiler
110693 [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.
I did remove old version before updating
Here is my current mod list
Spoiler
  "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]
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.0)
Post by: boggled on February 25, 2024, 10:55:17 AM
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  ???
Spoiler
110693 [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.
I did remove old version before updating
Here is my current mod list
Spoiler
  "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.
Spoiler
268577 [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]
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.
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!
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.0)
Post by: Saevarna on February 25, 2024, 10:57:19 AM
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]
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.0)
Post by: Apocryphos on February 25, 2024, 10:58:25 AM
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  ???
Spoiler
110693 [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.
I did remove old version before updating
Here is my current mod list
Spoiler
  "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.
Spoiler
268577 [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]
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.
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!
I tried playing without "Grand Colonies" and didn't encounter any crashes, so far
Probably incompatible with the new version  :'(
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.0)
Post by: boggled on February 25, 2024, 11:01:42 AM
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]

Thank you!

Spoiler
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  ???
Spoiler
110693 [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.
I did remove old version before updating
Here is my current mod list
Spoiler
  "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.
Spoiler
268577 [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]
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.
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]
I tried playing without "Grand Colonies" and didn't encounter any crashes, so far
Probably incompatible with the new version  :'(

Saevarna has Grand Colonies also. Looks like TASC 9.0.0 isn't compatible with it. Thanks for helping to narrow this down!
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.0)
Post by: Saevarna on February 25, 2024, 11:21:36 AM
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.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.0)
Post by: boggled on February 25, 2024, 11:24:51 AM
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.

No, until the bug is fixed you'll have to do one of those two things. Sorry!
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.0)
Post by: Dadada on February 25, 2024, 12:26:27 PM
Thank you for the update. :D
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.0)
Post by: SirHartley on February 25, 2024, 12:27:10 PM
Hi, switching GC to Legacy Mode in the settings.json file should stop it from crashing in the meantime!
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.0)
Post by: Saevarna on February 25, 2024, 12:41:52 PM
Hi, just tested it and it seems to work for me. Thanks for letting us know!
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.0)
Post by: Malorn on February 25, 2024, 05:13:56 PM
That lack of backwards compatibility is brutal, make no mistake. Pity I can't test this until a new save.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.0)
Post by: boggled on February 25, 2024, 05:37:40 PM
That lack of backwards compatibility is brutal, make no mistake. Pity I can't test this until a new save.

Most of the mod's code was rewritten. It's simply not practical to support backwards compatibility to pre 9.0.0 versions. Sorry!
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.0)
Post by: Cruacious on February 25, 2024, 10:42:49 PM
EDIT: For some reason my LunaLib wasn't updated properly. Whoops.

Great mod BTW.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.0)
Post by: ABlueOrb on February 26, 2024, 01:04:58 AM
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.

Quote
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) [?:?]

I will try disabling everything else but this mod later and see if that fixes it.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.0)
Post by: Evangel on February 26, 2024, 01:38:28 AM
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.

Quote
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) [?:?]

I will try disabling everything else but this mod later and see if that fixes it.

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!
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.0)
Post by: cesuoking on February 26, 2024, 02:46:38 AM
waiting for the hotfix :D
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.0)
Post by: Superharem on February 26, 2024, 07:43:21 AM
Ah my indispensable mod. Thank you for your efforts.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.0)
Post by: boggled on February 26, 2024, 10:16:17 AM
waiting for the hotfix :D

I won't have time to release the hotfix until tomorrow night. Sorry for the wait!

Ah my indispensable mod. Thank you for your efforts.

I'm glad you're enjoying TASC!
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.0)
Post by: ABlueOrb on February 26, 2024, 10:46:42 AM

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!

Thank you!
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.0)
Post by: Alluvian on February 26, 2024, 03:18:40 PM
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.

Copy of crash message:
Spoiler
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:748)
[close]
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.0)
Post by: SirHartley on February 26, 2024, 03:24:31 PM
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.

Copy of crash message:
Spoiler
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:748)
[close]
See:
Hi, switching GC to Legacy Mode in the settings.json file should stop it from crashing in the meantime!
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.0)
Post by: Benizakura on February 27, 2024, 11:30:12 AM
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
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.0)
Post by: Evangel on February 27, 2024, 02:13:57 PM
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

I found that one out last night too. It'll be fixed in the next version. Thanks for reporting it.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.1)
Post by: Heretic01 on February 27, 2024, 05:48:18 PM
Thanks for the update! The mod is absolutely awesome btw!
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.1)
Post by: boggled on February 27, 2024, 06:46:01 PM
Thanks for the update! The mod is absolutely awesome btw!

I'm glad you're enjoying TASC!
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.1)
Post by: Eterna2002 on February 27, 2024, 06:46:44 PM
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
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.1)
Post by: Dadada on February 27, 2024, 07:06:15 PM
Thx for the Update. :D
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.1)
Post by: Evangel on February 28, 2024, 02:59:39 AM
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

Fixed in 9.0.1. It's save compatible.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.1)
Post by: Bangle on February 28, 2024, 03:02:22 AM

Putting the mouse over Perihelion Project in the TASC/Vault of Knowledge tech-tree causes the game to crash:

Spoiler
227613 [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]
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.1)
Post by: AnimeshkaTvar on February 28, 2024, 04:32:50 AM
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  :)
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.1)
Post by: Apocryphos on February 28, 2024, 09:02:14 AM
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?
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.1)
Post by: Evangel on February 28, 2024, 03:41:01 PM
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.


Putting the mouse over Perihelion Project in the TASC/Vault of Knowledge tech-tree causes the game to crash:

Spoiler
227613 [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.

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.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.1)
Post by: WyldMann on February 28, 2024, 06:47:14 PM
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.
I'm having the same problem with Domain Archaeology and Cryosanctums.

Also Cryosanctums aren't producing harvested organs anymore, unless I'm missing something.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.1)
Post by: Bangle on February 28, 2024, 11:24:56 PM

Putting the mouse over Perihelion Project in the TASC/Vault of Knowledge tech-tree causes the game to crash:

Spoiler
227613 [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.
Huh, didn't even realize that I had 8.4.6. Thakns!
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.1)
Post by: andrro on February 29, 2024, 04:45:28 AM
Found a bug when hovering the mouse on top of the astropolis icon on the ability bar which crashes the game.

Spoiler
85962 [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
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.1)
Post by: sawert42 on February 29, 2024, 08:14:28 AM
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 ?

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.
And after asking about it on Nextrelin thats what i got from there:
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.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.1)
Post by: Arrean on February 29, 2024, 12:13:45 PM
Found a bug when hovering the mouse on top of the astropolis icon on the ability bar which crashes the game.

Spoiler
85962 [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.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.1)
Post by: Evangel on February 29, 2024, 04:30:42 PM
Found a bug when hovering the mouse on top of the astropolis icon on the ability bar which crashes the game.

Spoiler
85962 [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.
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 9.0.2

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.
I'm having the same problem with Domain Archaeology and Cryosanctums.

Also Cryosanctums aren't producing harvested organs anymore, unless I'm missing something.
Also fixed for 9.0.2
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.1)
Post by: boggled on February 29, 2024, 04:43:35 PM
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 ?

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.
And after asking about it on Nextrelin thats what i got from there:
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.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.2)
Post by: n3xuiz on February 29, 2024, 10:13:22 PM
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
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.2)
Post by: Evangel on March 01, 2024, 12:08:07 AM
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

Fixed for 9.0.3
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.2)
Post by: Dadada on March 01, 2024, 03:49:08 AM
Thx. :3 : D
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.2)
Post by: Moon Spirit on March 01, 2024, 12:13:09 PM
Kletka simulator doesn't work.

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)
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.2)
Post by: Armitage on March 01, 2024, 06:46:21 PM
I get this when upgrading from 9.0.0 (actually my bad here i was using 8.4.5) to 9.0.2 and loading a save that worked before.

---- Debugging information ----
cause-exception     : com.thoughtworks.xstream.mapper.CannotResolveClassException
cause-message       : data.campaign.econ.industries.Boggled_Cryosanctum
class               : java.util.ArrayList
required-type       : java.util.ArrayList
converter-type      : com.thoughtworks.xstream.converters.collections.CollectionConverter
line number         : 200706
class[1]            : com.fs.starfarer.campaign.econ.Market
converter-type[1]   : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
class[2]            : com.fs.starfarer.campaign.CampaignPlanet
class[3]            : com.fs.util.container.repo.ObjectRepository
class[4]            : com.fs.starfarer.campaign.StarSystem
class[5]            : com.fs.starfarer.campaign.CircularOrbit
class[6]            : com.fs.starfarer.campaign.CircularOrbitPointDown
class[7]            : com.fs.starfarer.campaign.CustomCampaignEntity
class[8]            : com.fs.starfarer.rpg.Person
class[9]            : com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent$AvailableOfficer
class[10]           : com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent
class[11]           : java.util.LinkedHashMap
converter-type[2]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[12]           : com.fs.starfarer.campaign.rules.Memory
class[13]           : com.fs.starfarer.campaign.CommDirectoryEntry
class[14]           : com.fs.starfarer.campaign.CommDirectory
class[15]           : indevo.industries.salvageyards.industry.SalvageYards
class[16]           : com.fs.starfarer.campaign.fleet.CampaignFleet
class[17]           : com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation
class[18]           : com.fs.starfarer.loading.specs.FactionProduction
class[19]           : com.fs.starfarer.campaign.Faction
class[20]           : com.fs.starfarer.campaign.econ.Submarket
class[21]           : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[22]           : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[23]           : com.fs.starfarer.campaign.econ.Economy
class[24]           : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[25]           : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[26]           : com.fs.starfarer.campaign.Hyperspace
class[27]           : com.fs.starfarer.campaign.CampaignEngine
converter-type[3]   : com.fs.starfarer.campaign.save.I
version             : not available
-------------------------------

That part of the save
(https://i.imgur.com/MhniDUd.png)
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.1)
Post by: Evangel on March 01, 2024, 06:52:35 PM
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 ?

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.
And after asking about it on Nextrelin thats what i got from there:
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.
Sniped, fixed in 9.0.3.

Kletka simulator doesn't work.

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)
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.

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.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.1)
Post by: Armitage on March 01, 2024, 07:35:03 PM
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.  :)
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.2)
Post by: WyldMann on March 02, 2024, 04:10:19 AM
Assigning AI cores to Cryosanctums reduces its production by one. This cancels out when assigning an Alpha Core.

Edit: I also have Ashes of the Domain in case that matters.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.2)
Post by: Evangel on March 02, 2024, 06:57:16 PM
Assigning AI cores to Cryosanctums reduces its production by one. This cancels out when assigning an Alpha Core.

Edit: I also have Ashes of the Domain in case that matters.
Fixed in 9.0.3
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.3)
Post by: Troika on March 02, 2024, 10:29:32 PM
When I build an AI battlestation, it's stuck being permanently under repair.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.3)
Post by: proci on March 03, 2024, 01:32:13 AM
now that genelab gets a progress bar when removing pollution, now it does the thing like building commerce does.
it resets the progress sometimes.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.3)
Post by: MRTL on March 03, 2024, 03:10:51 AM
Hello, I returned to play Starsector after 2 years, when I was happily using TASC.

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.
- changed number of Mining stations from 1 to 10 but I can still only build 1
- set Domed cities defense penalty to false but the penalty still applies
- allowed all buildings, but in the build menu cannot see any building that are disabled in default configuration (Agrav Field building, Magnetoshield structure etc.)

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.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.3)
Post by: Dadada on March 03, 2024, 03:54:16 AM
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).
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.3)
Post by: MRTL on March 03, 2024, 04:27:11 AM
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.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.3)
Post by: Debowy_Mocny on March 03, 2024, 05:21:14 AM
I have a question.

If Kletka simulator produces an AI core, it will be in my main planet or it will be at planet with Kletka simulator?
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.3)
Post by: Dadada on March 03, 2024, 05:26:04 AM
Stuff will be delivered to the planet where all the other stuff goes afaik.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.3)
Post by: AurelionNoir on March 03, 2024, 06:52:10 AM
I know this must've been mentioned many times before, but I would still like to voice this out. Please make it possible to terraform volcanic and irradiated worlds, as well as lowering extreme cold/hot. Just make the cost so much expensive. I don't really know much sci-fi stuff nor the extensive lore as to why we still can't terraform those planets, but I guess if we can build a hypershunt (perihelion) then there might be some kind of projects that could terraform those two as well, or some recoverable domain artifact from that terraforming mega corporation.

And perhaps a continuation of it, built/restore a hypershunt, and we can build and power those machines/structures to terraform those worlds.

Anyway, loving the new UI!
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.3)
Post by: Dadada on March 03, 2024, 12:34:13 PM
The Perihelion Project doesn't recognize the blue giant in a triple star system, not that it matters I guess but the planets orbit the central blue star which should be the primary star.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.3)
Post by: Evangel on March 03, 2024, 02:21:26 PM
now that genelab gets a progress bar when removing pollution, now it does the thing like building commerce does.
it resets the progress sometimes.
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.

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
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.3)
Post by: MRTL on March 03, 2024, 03:05:39 PM
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.
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.
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.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.3)
Post by: Chaotic Law on March 03, 2024, 07:21:38 PM
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?
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.3)
Post by: SaucyBagel on March 04, 2024, 01:06:07 AM
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?

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.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.3)
Post by: Azina on March 04, 2024, 07:45:54 AM
I am unsure if you are already aware or if i am missing something

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
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.3)
Post by: Bangchow on March 04, 2024, 12:49:14 PM
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]
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.3)
Post by: FederationPrime on March 04, 2024, 01:59:19 PM
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.
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.
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.

Seconding this. I used to be able to build siphon stations on any gas giant, but with this update I now can't even with the astropolis setting changed. Ideally this becomes an actual option/setting next update, but is there a temporary fix?
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.3)
Post by: Evangel on March 04, 2024, 03:18:35 PM
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.
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.
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.

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 something

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
Fixed in 9.0.4, will probably require rebuilding the AI battlestation.

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?

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.
Fixed in 9.0.4

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]
Cannot reproduce, do you have any other mods installed?
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.3)
Post by: Bangchow on March 04, 2024, 05:46:35 PM
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]
Quote
Cannot 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]
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.3)
Post by: Evangel on March 04, 2024, 07:19:42 PM
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]
Quote
Cannot 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.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.3)
Post by: Bangchow on March 04, 2024, 08:15:59 PM
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.

That ^ fixed it, I can build it now, thanks! o7
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.4)
Post by: WyldMann on March 05, 2024, 07:55:35 AM
Just a minor mod compatibility issue with AotD, but I think AI Mining Drones don't interact with the upgraded versions of mining industries. Not sure if it had always been this way.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.4)
Post by: katakis on March 05, 2024, 08:13:05 AM
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:
Spoiler
Code
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
[close]
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.4)
Post by: boggled on March 05, 2024, 08:33:31 AM
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:
Spoiler
Code
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
[close]

Did you try deleting the entire TASC folder and redownloading?
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.4)
Post by: katakis on March 05, 2024, 08:49:59 AM
Yeah; just to be safe I did that again just now, same error.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.4)
Post by: boggled on March 05, 2024, 02:38:06 PM
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")?
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.4)
Post by: katakis on March 05, 2024, 09:48:57 PM
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
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.4)
Post by: Morgan Rue on March 05, 2024, 10:42:22 PM
Atmosphere Processor appears to count as Seafloor Cities for water world hazard.  Unless there's something else funky going on, unsure.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.4)
Post by: katakis on March 05, 2024, 11:40:38 PM
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+TASC

8.X works after editing the json version check
9.0.0, .1, .2 all boot; 9.0.3 and 9.0.4 both give me the same error I pasted above.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.4)
Post by: Evangel on March 06, 2024, 12:07:03 AM
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
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.4)
Post by: qwe on March 06, 2024, 12:20:39 AM
amm what are you on about WD kun. hahaha
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.4)
Post by: katakis on March 06, 2024, 12:24:27 AM
Oh, damn.

That was it. WD also quarantined one of the files on my PC. Once I told it to sod off and put back the file, the mod works,
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.4)
Post by: AurelionNoir on March 06, 2024, 01:59:35 AM
Hello! I think I have a problem regarding the Kletka Simulators, I have about 4 of them with both alpha core ai and story points enabled for them but... after 2 years, I still haven't gotten a single AI core! No production monthly report, nothing :(

A mod that I could think of that would interfere is Ashes of the Domain, which I have installed.

Edit: Didn't fully read the changelogs, haven't tried it yet but it seems to be fixed in 9.0.3!
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.4)
Post by: Morgan Rue on March 06, 2024, 03:58:53 AM
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

Hm.  I might've started construction on seafloor cities and then immediately cancelled it?  I'm on 9.0.5 though.  Unsure.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.4)
Post by: Arrean on March 06, 2024, 05:39:04 PM
Think I have another LunaLib settings related one. Searched for it in the thread, didn't find it.

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:
Code
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

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
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.4)
Post by: Evangel on March 06, 2024, 09:26:56 PM
Think I have another LunaLib settings related one. Searched for it in the thread, didn't find it.

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:
Code
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

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
Fixed for 9.0.5, which hasn't been released yet
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.4)
Post by: Princess_of_Evil on March 07, 2024, 07:16:24 AM
The setting for the coronal tap doesn't seem like it's used either.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.4)
Post by: obj188 on March 07, 2024, 09:20:33 AM
Looks like CHAMELEON resets progress of the decivilized population eradication on every save load. After a load -- 0% progress, regardless of what it was.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.4)
Post by: CompMakarov on March 07, 2024, 03:21:37 PM
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.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.4)
Post by: Evangel on March 07, 2024, 03:33:43 PM
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
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.4)
Post by: Dynamiteside on March 07, 2024, 05:53:32 PM
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")?

I have the same issue its a Startup crash that happens when loading both Indevo and TASC version 9.0.4 and up (asked in indevo forum post and people said it works fine with TASC 9.0.2 but cant verify that)
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.5)
Post by: Erlkonig on March 07, 2024, 08:32:36 PM
Got a crash when trying to access the research screen for this mod in the Ashes of the Domain UI. Here's the log:

Code
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) [?:?]
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.5)
Post by: Cimbri on March 07, 2024, 09:48:25 PM
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.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.5)
Post by: Heart on March 07, 2024, 11:22:38 PM
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.

All the buildings added by TaSC have also disappeared from the build menu. Haven't built any yet so unsure if they also get removed from colonies or not.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.5)
Post by: Evangel on March 07, 2024, 11:54:31 PM
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.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.5)
Post by: Xoatl on March 08, 2024, 01:15:49 AM
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
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.5)
Post by: Cimbri on March 08, 2024, 01:16:20 AM
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.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.5)
Post by: Heart on March 08, 2024, 05:30:29 AM
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 damn I didn't realise the mod got integrated. Should've read the changelogs properly
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.5)
Post by: Jazuke Taizago on March 08, 2024, 05:34:02 AM
Crashed as soon as i clicked and lasted a second in the TSC Research Menu for AotD.

This is the log and what it showed:

861564 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   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)
   at data.kaysaar.aotd.vok.ui.components.TechTreeResearchOptionPanel$2.createTooltip(TechTreeResearchOptionPanel.java:233)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable$14.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.impl.StandardTooltipV2.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.newui.I.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.impl.StandardTooltipV2.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.newui.I.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.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.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.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.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.I.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.newui.I.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.newui.I.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.E.I.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.OOoO.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.o0Oo.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(Thread.java:748)
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.5)
Post by: terminal on March 08, 2024, 05:54:29 PM
I had a similar issue to the above poster, log for posterity.

java.lang.NullPointerException
   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)
   at data.kaysaar.aotd.vok.ui.components.TechTreeResearchOptionPanel$2.createTooltip(TechTreeResearchOptionPanel.java:233)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable$14.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.impl.StandardTooltipV2.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.newui.I.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.impl.StandardTooltipV2.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.newui.I.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.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.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.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.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.I.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.newui.I.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.newui.I.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.E.I.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.OOoO.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.o0Oo.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)
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.5)
Post by: Baren on March 08, 2024, 07:12:24 PM
I've also experienced crashes when looking at the Aotd research menu of this mod.  Here's the log that it showed

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) [?:?]
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.5)
Post by: Evangel on March 08, 2024, 09:50:28 PM
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
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.5)
Post by: Princess_of_Evil on March 08, 2024, 11:38:56 PM
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?
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.5)
Post by: Princess_of_Evil on March 08, 2024, 11:52:51 PM
...Also the mod crashes if the coronal tap is on a station:

1129244 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at boggled.scripts.BoggledTerraformingProjectEffect$SystemAddCoronalTap.applyProjectEffectImpl(BoggledTerraformingProjectEffect.java:408)
   at boggled.scripts.BoggledTerraformingProjectEffect$TerraformingProjectEffect.applyProjectEffect(BoggledTerraformingProjectEffect.java:93)
   at boggled.scripts.BoggledTerraformingProject.finishProject(BoggledTerraformingProject.java:329)
   at boggled.scripts.BoggledTerraformingProject$ProjectInstance.advance(BoggledTerraformingProject.java:82)
   at boggled.campaign.econ.industries.BoggledCommonIndustry.advance(BoggledCommonIndustry.java:210)
   at boggled.campaign.econ.industries.BoggledBaseIndustry.advance(BoggledBaseIndustry.java:102)
   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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.5)
Post by: Maethendias on March 09, 2024, 12:07:47 AM
reliably detects a trojan on this file...


and considering the recent diable situation... id rather not
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.5)
Post by: Xoatl on March 09, 2024, 12:27:37 AM
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

Couldnt figure out why this is messing, abandoned colony and tried again but after i cede the colony to luddic church it stops sending me cores again. Maybe its not a bug and intended? Ill try again with tri tacyon or pirates.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.5)
Post by: Evangel on March 09, 2024, 12:56:57 AM
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
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.5)
Post by: BlackSel on March 09, 2024, 04:56:21 AM
Whenever I try to load a save wich didn't have the mod before with it, I get a "null" error. I guess the mod cannot be added mid-save anymore ? Or is it just incompatibility ? When I take a look in the logs I find nothing in link with TASC but it only happens when I try to load my save with the mod.

I started a fresh game and it didn't crash, then I loaded my ongoing save and it didn't crash, so I saved it as a copy and reloaded (I though I did something wrong 'cause it didn't crash) and it was still functionning, then I opened the research tab of AOD, and it crashed again, I've finaly got a debug log

:
Spoiler
418069 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   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)
   at data.kaysaar.aotd.vok.ui.components.TechTreeResearchOptionPanel$2.createTooltip(TechTreeResearchOptionPanel.java:233)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable$14.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.impl.StandardTooltipV2.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.newui.I.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.impl.StandardTooltipV2.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.newui.I.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.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.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.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.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.I.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.newui.I.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.newui.I.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.E.I.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.OOoO.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.o0Oo.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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.5)
Post by: balordezul on March 09, 2024, 05:10:18 AM
Last update removed the terraforming button from the hot bar as an option and Mesozoic Park is no longer on my options.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.5)
Post by: Uther Phobos on March 09, 2024, 06:23:07 AM
Last update removed the terraforming button from the hot bar as an option and Mesozoic Park is no longer on my options.
It re-added AotD integration if i'm understanding correctly. So you need to research them first.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.5)
Post by: fuserite on March 09, 2024, 06:46:24 AM
It crashes when i check the reasearch tree with Aotd:
189362 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at boggled.campaign.econ.industries.BoggledCommonIndustry.getFocusMarketOrMarket(BoggledCommonIndustry.java:277)
   at boggled.scripts.BoggledTerraformingRequirement$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)
   at data.kaysaar.aotd.vok.ui.components.TechTreeResearchOptionPanel$2.createTooltip(TechTreeResearchOptionPanel.java:233)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable$14.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.impl.StandardTooltipV2.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.newui.I.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.impl.StandardTooltipV2.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.newui.I.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.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.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.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.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.I.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.newui.I.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.newui.I.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.E.I.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.OOoO.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.o0Oo.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)
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.5)
Post by: balordezul on March 09, 2024, 06:55:52 AM
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.

That would be it and it might not be save combatable as I got a crash when I selected the first research in the tree.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.5)
Post by: Dadada on March 09, 2024, 07:03:30 AM
reliably detects a trojan on this file...
It's clean, see virustotal -> https://www.virustotal.com/gui/file/d6fe04991d39a716509dd1214a99a14e2236c62cc73ce3aa8662d2bd63939a8d
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.5)
Post by: boggled on March 09, 2024, 07:22:26 AM
reliably detects a trojan on this file...


and considering the recent diable situation... id rather not

TASC is open source. Please feel free to review the code at https://github.com/boggledstarsector/tasc if you have any concerns about malware.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.5)
Post by: Maethendias on March 09, 2024, 07:26:04 AM
indeed it seemed my downloads were just fucky because of cache issues... and considering the timing with diable ye got kinda worried

tho ye, its good
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.5)
Post by: Evangel on March 09, 2024, 05:18:23 PM
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.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.5)
Post by: Pakovandrapa on March 10, 2024, 12:08:14 AM
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.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.5)
Post by: Kwaize on March 10, 2024, 12:44:57 AM
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.

You have AoTD. AoTD has intergration with TaSC. Yeah you need to research all the things.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.5)
Post by: Morgan Rue on March 10, 2024, 07:48:15 AM
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.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.5)
Post by: Evangel on March 10, 2024, 01:32:58 PM
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
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.5)
Post by: Jazuke Taizago on March 10, 2024, 01:36:06 PM
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!
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.6)
Post by: Niten on March 14, 2024, 08:47:50 AM
Is it a bug or what, I have no ability icon for terraforming and space habitat build ?
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.6)
Post by: Uther Phobos on March 14, 2024, 09:32:26 AM
Is it a bug or what, I have no ability icon for terraforming and space habitat build ?
Did you research them?
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.6)
Post by: Niten on March 14, 2024, 09:41:55 AM
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 Academy thing or what? Played last time year ago +
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.5)
Post by: Niten on March 14, 2024, 11:16:24 AM
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.
Same problem :'(
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.6)
Post by: Uther Phobos on March 14, 2024, 02:23:46 PM
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 Academy thing or what? Played last time year ago +
If you're running Ashes of the Domain, you need to research it through the Research Facility. Otherwise they won't show up.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.6)
Post by: krisslanza on March 14, 2024, 06:40:12 PM
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 Academy thing or what? Played last time year ago +
If you're running Ashes of the Domain, you need to research it through the Research Facility. Otherwise they won't show up.
And to add on, they are not 'starter' techs, so you're going to need to research a bit.
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.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.6)
Post by: Maethendias on March 14, 2024, 11:45:08 PM
"tries to terraform"

"this world cant be terraformed"



just shows again the bad timeline that we have this one instead of diy

seriously wtf is the point of this mod when it doesnt do what it advertises to be doing

and why is this one being maintained why the acutal terraforming mod isnt... sigh
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.6)
Post by: Niten on March 15, 2024, 02:16:31 AM
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 Academy thing or what? Played last time year ago +
If you're running Ashes of the Domain, you need to research it through the Research Facility. Otherwise they won't show up.
yeah TY. I got this now
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.6)
Post by: Uther Phobos on March 15, 2024, 04:57:24 AM
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 Academy thing or what? Played last time year ago +
If you're running Ashes of the Domain, you need to research it through the Research Facility. Otherwise they won't show up.
And to add on, they are not 'starter' techs, so you're going to need to research a bit.
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.
Since you need to build a Research Facility to do anything, you need a colony. Settlements can't do research.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.6)
Post by: MPmaniac on March 15, 2024, 05:00:25 AM
Hello!

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?
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.6)
Post by: Uther Phobos on March 15, 2024, 05:09:53 AM
Hello!

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?
It's been moved to the action bar. That was more than 1 version ago, though.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.4)
Post by: MagnaSonic3000 on March 16, 2024, 12:48:36 AM
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.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.6)
Post by: Soric on March 16, 2024, 01:15:20 AM
Hello Boggled!

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.

13543093 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel  - Created SurveyPlanetMissionIntel: Larak, faction: independent
13543264 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager  - Added trade fleet route from Gilead to The Cluster
13543426 [Thread-3] INFO  exerelin.campaign.ai.concern.GeneralWarfareConcern  - Priority increment this update: 2.5
13543427 [Thread-3] INFO  exerelin.campaign.fleets.InvasionFleetManager  - Preparing to deduct 14039.999 invasion points for event RAID
13543427 [Thread-3] INFO  exerelin.campaign.fleets.InvasionFleetManager  -    Wanted fleet size vs. Prism Freeport: 359.40326
13543427 [Thread-3] INFO  exerelin.campaign.fleets.InvasionFleetManager  -    Wanted fleet size vs. Derinkuyu Mining Station: 73.28581
13543427 [Thread-3] INFO  exerelin.campaign.fleets.InvasionFleetManager  -    Wanted fleet size vs. Vermilion: 168.93759
13543427 [Thread-3] INFO  exerelin.campaign.fleets.InvasionFleetManager  -    Wanted fleet size vs. Nortia: 163.94933
13543427 [Thread-3] INFO  exerelin.campaign.fleets.InvasionFleetManager  -    Wanted fleet size vs. Asharu: 186.72905
13543427 [Thread-3] INFO  exerelin.campaign.fleets.InvasionFleetManager  -    Wanted fleet size vs. Nomios: 141.37169
13543427 [Thread-3] INFO  exerelin.campaign.fleets.InvasionFleetManager  -    Wanted fleet size vs. Agreus: 115.82886
13543427 [Thread-3] INFO  exerelin.campaign.fleets.InvasionFleetManager  -    Wanted fleet size vs. Nova Maxios: 134.54944
13543427 [Thread-3] INFO  exerelin.campaign.fleets.InvasionFleetManager  -    Wanted fleet size vs. Kanta's Den: 144.74998
13543427 [Thread-3] INFO  exerelin.campaign.fleets.InvasionFleetManager  -    Wanted fleet size vs. Baetis: 238.06577
13543427 [Thread-3] INFO  exerelin.campaign.fleets.InvasionFleetManager  -    Wanted fleet size vs. Cethlenn: 67.37737
13543427 [Thread-3] INFO  exerelin.campaign.fleets.InvasionFleetManager  -    Wanted fleet size vs. Ailmar: 118.61812
13543427 [Thread-3] INFO  exerelin.campaign.fleets.InvasionFleetManager  -    Wanted fleet size vs. Ilm: 187.76167
13543427 [Thread-3] INFO  exerelin.campaign.fleets.InvasionFleetManager  -    Wanted fleet size vs. Eldfell: 98.39483
13543427 [Thread-3] INFO  exerelin.campaign.fleets.InvasionFleetManager  -    Wanted fleet size vs. Port Rascal: 474.56085
13543427 [Thread-3] INFO  exerelin.campaign.fleets.InvasionFleetManager  -    Wanted fleet size vs. Cethlenn: 63.51521
13543427 [Thread-3] INFO  exerelin.campaign.fleets.InvasionFleetManager  - Spawning raid fleet for Sindrian Fuel; source Sindria; target Cethlenn
13543427 [Thread-3] INFO  exerelin.campaign.intel.raid.NexRaidIntel  - Creating raid intel
13543427 [Thread-3] INFO  exerelin.campaign.fleets.InvasionFleetManager  - Preparing to deduct 14039.999 invasion points for event RAID
13543427 [Thread-3] INFO  exerelin.campaign.ai.concern.GeneralWarfareConcern  - Lowering priority by 30.0 based on action cooldown
13543427 [Thread-3] INFO  exerelin.campaign.ai.ExecutiveAIModule  - Adding action Sindrian Fuel Raid
13543476 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.intel.PersonBountyIntel  - Ending bounty on Oberon Lynch by Auroran Federation
13543945 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel  - Created AnalyzeEntityMissionIntel: Domain-era Probe, faction: Hegemony
13544529 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel  - Created AnalyzeEntityMissionIntel: Domain-era Probe, faction: pirates
13544621 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager  - Added trade fleet route from Jasrael Aegis to Cymnos
13544829 [Thread-3] DEBUG org.lazywizard.autosave.Autosaver  - Map change autosaves disabled, ignoring jump
13545213 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel  - Created AnalyzeEntityMissionIntel: Derelict Ship, faction: independent
13545354 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager  - Added trade fleet route from Asher to Skathi
13545354 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  - Updating rebellion on Orthrus: day 14
13545354 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Stability: 0.0
13545354 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Initial force strengths: 113.32598, 102.792
13545354 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Government engagement strength: 12.514853
13545354 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Rebel engagement strength: 10.608496
13545354 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Updated force strengths: 112.89088, 102.07094
13545354 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Conflict intensity: 27.517735
13545464 [Thread-3] INFO  org.aero.scanThoseGates.campaign.abilities.GateScanner  - CheckForGates took 6.5111E-4 seconds (0.65111 milliseconds or 651110 nanoseconds) to complete.
13546024 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel  - Created SurveyPlanetMissionIntel: Apple, faction: Auroran Federation
13546139 [Thread-3] INFO  exerelin.campaign.fleets.MiningFleetManagerV2  - Market Uruum Primus Orbital I losing 263 trade mod of volatiles due to mining fleet loss
13546194 [Thread-3] DEBUG org.lazywizard.autosave.Autosaver  - Map change autosaves disabled, ignoring jump
13546337 [Thread-3] INFO  exerelin.campaign.ai.concern.RetaliationConcernV2  - Selected raid record: Invasion: Orbital One, 7.164261
13546506 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.intel.PersonBountyIntel  - Ending bounty on Pollux Shelby by Persean League
13546619 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SpecialItemData.getId()" because "this.data" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SpecialItemData.getId()" because "this.data" is null
   at com.fs.starfarer.campaign.ui.trade.CargoItemStack.getSpecialItemSpecIfSpecial(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.ui.trade.CargoItemStack.readResolve(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.ui.trade.CargoItemStack.<init>(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.fleet.CargoData.addSpecial(Unknown Source) ~[port_obf.jar:?]
   at boggled.scripts.BoggledTerraformingProjectEffect$IndustryRemove.applyProjectEffectImpl(BoggledTerraformingProjectEffect.java:2321) ~[?:?]
   at boggled.scripts.BoggledTerraformingProjectEffect$TerraformingProjectEffect.applyProjectEffect(BoggledTerraformingProjectEffect.java:93) ~[?:?]
   at boggled.campaign.econ.industries.BoggledCommonIndustry.buildingFinished(BoggledCommonIndustry.java:308) ~[?:?]
   at boggled.campaign.econ.industries.BoggledBaseIndustry.buildingFinished(BoggledBaseIndustry.java:47) ~[?:?]
   at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.finishBuildingOrUpgra ding(BaseIndustry.java:560) ~[starfarer.api.jar:?]
   at boggled.campaign.econ.industries.BoggledBaseIndustry.finishBuildingOrUpgrading(BoggledBaseIndustry.java:58) ~[?:?]
   at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.advance(BaseIndustry.java:457) ~[starfarer.api.jar:?]
   at boggled.campaign.econ.industries.BoggledBaseIndustry.advance(BoggledBaseIndustry.java:101) ~[?:?]
   at com.fs.starfarer.campaign.econ.Market.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source) ~[port_obf.jar:?]
   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.o00000(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) [?:?]
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.4)
Post by: Uther Phobos on March 16, 2024, 07:38:37 AM
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.
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).
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.6)
Post by: MM10000 on March 16, 2024, 09:21:19 AM
is TASC compatible with DIY planets?
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.6)
Post by: YourLocalMairaaboo on March 16, 2024, 12:19:28 PM
I have a pretty big issue. The Ashes of the Domain integration seems to overwrite the "Can build stations around purchased planets" setting.
Edit: As is station coloring.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.6)
Post by: Evangel on March 16, 2024, 06:45:25 PM
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.
Edit: As is station coloring.
Not an AotD issue, just another untested mod interaction. Fixed in 9.0.7. Can you elaborate on station coloring?

Hello Boggled!

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.
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

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.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.6)
Post by: YourLocalMairaaboo on March 16, 2024, 07:35:42 PM
I have a pretty big issue. The Ashes of the Domain integration seems to overwrite the "Can build stations around purchased planets" setting.
Edit: As is station coloring.
Not an AotD issue, just another untested mod interaction. Fixed in 9.0.7. Can you elaborate on station coloring?
Simply put, the setting to have them use only midline sprites was not working.
Where do I get 9.0.7?
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.6)
Post by: Evangel on March 16, 2024, 08:30:50 PM
I have a pretty big issue. The Ashes of the Domain integration seems to overwrite the "Can build stations around purchased planets" setting.
Edit: As is station coloring.
Not an AotD issue, just another untested mod interaction. Fixed in 9.0.7. Can you elaborate on station coloring?
Simply put, the setting to have them use only midline sprites was not working.
Where do I get 9.0.7?
Fixed in 9.0.7. It'll be released when Boggled does another release.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.6)
Post by: YourLocalMairaaboo on March 16, 2024, 09:20:48 PM
I have a pretty big issue. The Ashes of the Domain integration seems to overwrite the "Can build stations around purchased planets" setting.
Edit: As is station coloring.
Not an AotD issue, just another untested mod interaction. Fixed in 9.0.7. Can you elaborate on station coloring?
Simply put, the setting to have them use only midline sprites was not working.
Where do I get 9.0.7?
Fixed in 9.0.7. It'll be released when Boggled does another release.
So, not out yet, gotta wait for the fix?
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.6)
Post by: A_Random_Dude on March 16, 2024, 11:32:47 PM
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.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.6)
Post by: YourLocalMairaaboo on March 17, 2024, 01:34:25 AM
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".
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.6)
Post by: YourLocalMairaaboo on March 17, 2024, 08:49:53 AM
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.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.6)
Post by: Evangel on March 17, 2024, 02:12:21 PM
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
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.6)
Post by: YourLocalMairaaboo on March 17, 2024, 03:10:07 PM
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?
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.6)
Post by: Evangel on March 17, 2024, 05:13:31 PM
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?
Yeah, until Boggled does an official release, the latest branch on github should be considered work in progress.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.6)
Post by: Niten on March 18, 2024, 06:17:18 AM
Siphon station with Ouyang Optimizer after altering gas giant just crash the game

277195 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at boggled.scripts.BoggledTerraformingProjectEffect$FocusMarketAndSiphonStationProgressResource.applyProjectEffectImpl(BoggledTerraformingProjectEffect.java:349)
   at boggled.scripts.BoggledTerraformingProjectEffect$TerraformingProjectEffect.applyProjectEffect(BoggledTerraformingProjectEffect.java:93)
   at boggled.scripts.BoggledTerraformingProject.finishProject(BoggledTerraformingProject.java:333)
   at boggled.scripts.BoggledTerraformingProject$ProjectInstance.advance(BoggledTerraformingProject.java:86)
   at boggled.campaign.econ.industries.BoggledCommonIndustry.advance(BoggledCommonIndustry.java:210)
   at boggled.campaign.econ.industries.BoggledBaseIndustry.advance(BoggledBaseIndustry.java:102)
   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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.6)
Post by: Rauthr on March 18, 2024, 11:24:29 AM
Hi! I don't know if I missed anything, but on the latest update of TaCS (9.0.6) I can't seem to make stellar reflectors at any of my colonies in spite of having done the research in Ashes of the Domain. Is there an additional requirement that I might have missed, or is this a bug/oversight?

The planets are barren, and it's the only thing left for me to be able to terraform them into habitable.


Nevermind! My planet got invaded literally >1 day before finishing the research and it was paused. I figured this out seconds after posting.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.6)
Post by: Evangel on March 18, 2024, 02:41:30 PM
Siphon station with Ouyang Optimizer after altering gas giant just crash the game
Fixed in 9.0.7
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.7)
Post by: Darkfirephoenix on March 19, 2024, 12:49:22 AM
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).
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.7)
Post by: Niten on March 19, 2024, 03:03:52 AM
Domed cities just cutting 95% of planetary defenses Is it right and suppose to work like that ?
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.7)
Post by: Niten on March 19, 2024, 03:06:43 AM
Domed cities just cutting 95% of planetary defenses Is it right and suppose to work like that ?
without Dome
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.7)
Post by: zrx1000 on March 19, 2024, 05:09:07 AM
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.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.7)
Post by: boggled on March 19, 2024, 07:34:29 AM
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 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).

Hmm, maybe I could add a third variant of Domed Cities for stations which functions that way. Thanks for the suggestion!
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.7)
Post by: Uther Phobos on March 19, 2024, 08:13:29 AM
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.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.7)
Post by: Nyghtrid3r on March 19, 2024, 09:12:01 AM
Got an issue where the CHAMELEON is not removing Pather cells, or rather they are removed and then immediately show up again a few days later, causing the Colony Crisis meter to progress.

Yes, I have an alpha core on the building.

Edit: Nevermind, updating MagicLib LunaLib and this mod fixed it. But on loading a save, they respawn...
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.7)
Post by: YourLocalMairaaboo on March 19, 2024, 09:41:38 AM
I think the station colors may be mislabeled.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.7)
Post by: Matheld on March 19, 2024, 01:52:15 PM
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.

It does say "Grouping your entire population and industry into a few fragile domes makes the colony almost defenceless." in the flavour text yeah.

On another note. I remember a discussion I had once in this thread about being able to Terraform Volcanic planets who only has the Hot condition. I just found one of those planets again (they are exceptionally rare it seems...) and it made me think about the topic again.

Spoiler
(https://i.gyazo.com/c9979848ca1870f4c8b6821a40808779.jpg)
[close]
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.7)
Post by: whatisthisbug on March 19, 2024, 06:41:17 PM
there is a bug with alkali planets not being able to be terraformed into water worlds  :)
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.7)
Post by: Axisoflint on March 20, 2024, 09:07:58 AM
I have hydroponics disabled in Lunalib, but it's still buildable for me? Cloning facility doesn't have this issue.

Also I can build the genelab without researching it? (I have AOTD installed).
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.7)
Post by: Shoka on March 20, 2024, 04:58:34 PM
I have a rocky world that meets all terraforming requirements besides needing water. I built a mining station that is within the same system, but even with the asteroid processing, I don't have any water for terraforming.

The only thing I can think of is that the asteroid station orbits another star -- Is that a problem for terraforming, or is there a bug somewhere else?
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.7)
Post by: Chaotic Law on March 20, 2024, 07:11:00 PM
I cant find the Control Panel icon. I click in an empty space in the control panel but the abilities all show except the TASC icon. I looked the through the settings but found nothing. I removed the MOD and redownloaded it but its still missing. Any ideas?
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.7)
Post by: FreedomFighter on March 21, 2024, 03:18:46 AM
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.

Dome has no effect on a condition that giving fixed defense value like that. Magnetic Core is another one that force defense to be locked at 3,000 no matter how much you trying to decrease/increase it.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.7)
Post by: zrx1000 on March 21, 2024, 03:39:40 AM
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.
Quote
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.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.7)
Post by: YourLocalMairaaboo on March 21, 2024, 04:56:27 AM
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.
Quote
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.
Also had an issue where I couldn't build the Agrav field on domeless gas giants, despite it saying that's allowed.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.7)
Post by: Darkwhip on March 21, 2024, 06:40:12 AM
After the update, all my TASC buildings are using domain-era artifacts even with the archeology turned off
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.7)
Post by: Seti on March 23, 2024, 05:04:02 PM
Currently have an issue, built an ai station, the station rebelled, and the station is indestructble
I destroy it, then it says its fully rebuilt
I launch an invasion fleet, they destroy it, it just gets fully rebuilt in less than a day
at this point, ill just let it rebell against pirates and get desytroyed from the inside
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.7)
Post by: ComitatensSaxoni on March 24, 2024, 12:32:10 PM
Hello Boggled,

First of all, thank you very much for the mod, I am enjoying it thoroughly!


I would like to report something, not a bug, but maybe a unintended feature.

I noticed and have tested, using the Terraforming project to create a Terran type World starts the world out with a set amount of resources in Organics (Trace amounts -1) and Volatiles (Diffuse -1).

According to the Terraforming Project menu Volatiles (Diffuse -1) is the maximum amount of that resource available to a Terran type World.

The issue that presents itself is that the "Soil Nanite" colony item cannot be installed on worlds with the Volatile resource, while to my knowledge there is no way to remove the small amount of Volatiles. I remember the 0.96a system having the option to develop these volatiles, but not starting a Terran world with them.

Would it be possible to have the option to develop them instead of starting with them whether you like it or not?

 
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.7)
Post by: elijahlorden on March 24, 2024, 05:29:28 PM
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?
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.7)
Post by: Phenir on March 24, 2024, 07:16:27 PM
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?
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.7)
Post by: Crimsteel on March 25, 2024, 07:36:39 AM
I would like to file a complaint. I have TASC and AoTD-VOK installed, as well as Unknown Skies. I can't remove atmosphere from an acid world even with an atmo processor installed in the said colony.
Image too big for Starsector forums (https://i.imgur.com/WMF87Xq.png)
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.7)
Post by: zrx1000 on March 25, 2024, 07:50:44 AM
Another bug with AOTD integration.

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.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.7)
Post by: Uther Phobos on March 25, 2024, 07:54:51 AM
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.

Another bug with AOTD integration.

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.
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.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.7)
Post by: boggled on March 26, 2024, 02:42:15 PM
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!
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.7)
Post by: Shogouki on March 26, 2024, 03:25:20 PM
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!

No worries!  Thanks so much for all your efforts!
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.7)
Post by: YourLocalMairaaboo on March 26, 2024, 05:05:41 PM
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!
Thank you so much, Boggled.
Your work is amazing, and with the latest update bringing integration with a notoriously innovative and experimental system, some hotcode was to be expected. We are perfectly ok with waiting, take your time.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.7)
Post by: Crimsteel on March 27, 2024, 06:31:22 PM
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, so I can build a hypershunt using perihelion project, just for nothing
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.7)
Post by: Matheld on March 27, 2024, 06:51:20 PM
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...

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.
Title: Re: [0.97a] Terraforming and Station Construction (v9.0.7)
Post by: Crimsteel on March 27, 2024, 10:04:03 PM
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...

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.
Unfortunately the TASC x AOTD integration has some extra steps. Apparently you need to build coronal energetic hubs or something, idk