Ramdat: The structures do remove themselves when their work is done, and positive modifiers are unaffected. I can't compare it to other terraforming mods, having never played with them, but generally the process takes 6 to 18 months depending on the severity of the hazard to be removed. Costs are balanced vs. the long-term advantages offered by hazard reduction. I've tried to make DIY Planets more tightly integrated with the rest of Starsector than similar mods: for example, in the repeatable bar quests and the lore descriptions of how the Domain-era artifacts work.Thanks for your reply.
Oh, no, that is not intended behavior. Just pushed a fix for both of your issues - the mod now properly checks for all cases where a planet's class is meant to improve by multiple steps.Thanks, it did fix both issues.
I couldn't think of a plausible way to terraform irradiated planets, not even with the exotic physics of the setting, but that may just be a failure of creativity on my part. I'll think it over a bit.
I couldn't think of a plausible way to terraform irradiated planets, not even with the exotic physics of the setting, but that may just be a failure of creativity on my part.
If you're like many people, you have all manner of antibacterial soaps and cleaners in your household. It's somewhat ironic, then, that scientists have found a way to use the infamous bacteria E. coli to scour the environment. By combining the bacteria with inositol phosphates -- an agricultural waste material -- scientists can first bind uranium to the phosphates and then harvest the uranium to remove it from the environment. As an added benefit, the process produces uranium almost as cheaply as traditional mining.
I started a new playthrough this time with a few extra mods like Nexerelin, and yours. The first mission I picked up in a bar cost me 20K for a location to a terraformer. There, after fighting something WAY tougher than I had any business fighting when so new, I acquired both an Atmospheric Sublimator and a Terraformer Brainprint (that appears to be some sort of AI core). I really don't have a clue how these are supposed to be used, but more to the point... Were these added by your mod, or someone else's?I can answer those for you. First, the "Scared spacer" quest that give you a terraformer location for 20K are from this mod, as are the two "artefacts" you got as a reward.
(the artefact is consumed in the process)
Thank you. Will the quest repeat so we can reacquire the necessary artifacts?Yes, you can also get artefacts from exploration, because they were added to loot from old stations and planetary ruins (things you generally go looking for in search for a nanoforge or AI cores).
A small tip: you can use AI cores in terraforming structures and they are returned to planetary storage when it's project is finished and structure erases itself. Alpha Core doubles the speed at which terraforming structures work (you still need the artefact to go past 50% completion, but if you have it, the whole thing will finish in half the time, and you get to keep and reuse the core).
Query: Is there any provision in the mod for gaining farmland once a planet has been completely terraformed?When I last terraformed a barren planet into a desert one, it gained a farmland, when I terraformed it into a terran one, the farmland improved.
When I last terraformed a barren planet into a desert one, it gained a farmland, when I terraformed it into a terran one, the farmland improved.
Thank you. Will the quest repeat so we can reacquire the necessary artifacts?Yes, you can also get artefacts from exploration, because they were added to loot from old stations and planetary ruins (things you generally go looking for in search for a nanoforge or AI cores).
The "Scared spacer" quest is infinitely repeatable, you just need to find another spacer, your colonies will even have them occasionally.
A small tip: you can use AI cores in terraforming structures and they are returned to planetary storage when it's project is finished and structure erases itself. Alpha Core doubles the speed at which terraforming structures work (you still need the artefact to go past 50% completion, but if you have it, the whole thing will finish in half the time, and you get to keep and reuse the core).
Is it just me or did this mod COMPLETELY replace some aspects of exploration by changing Loot Tables? because try hard as I can, I never get any Cores, Nanoforges or the like anymore, all i see is Terraforming artifacts everywhere...There are quite the number of terraforming artefacts, but I still do find Cores and Nanoforges that I need.
Is it just me or did this mod COMPLETELY replace some aspects of exploration by changing Loot Tables? because try hard as I can, I never get any Cores, Nanoforges or the like anymore, all i see is Terraforming artifacts everywhere...There are quite the number of terraforming artefacts, but I still do find Cores and Nanoforges that I need.
I don't do anything special, just fly around and explore ruins and derelict stations. The spawnrate of Nanoforges and other vanila artefacts is lower compared to vanila from my experiences, but I do find what I need. And in case you didn't know, there are a few Terraforming arefacts that can be used on multiple buildings. (The orange nanoforge looking one can be used on three buildings I think.)How are you doing that? No luck for me at all though, is it just RNG being tricky? I have 8 terraforming artifacts of varying utility, maybe this should be reduced? instead of having several types of terraforming artifacts you have like 3 or 2 for general purposes.. so it does not overlap the spawn rates of some of the more common Artifacts, I have yet to find nanoforges and converters for my current playIs it just me or did this mod COMPLETELY replace some aspects of exploration by changing Loot Tables? because try hard as I can, I never get any Cores, Nanoforges or the like anymore, all i see is Terraforming artifacts everywhere...There are quite the number of terraforming artefacts, but I still do find Cores and Nanoforges that I need.
It also adds a new use for the N-Brane Oscillator Core: you can transform any gas giant into a brown dwarf star, heating all planets in that system by one step.
Will this remove "no light" or "poor light" condition for those heated planets?
Will this remove "no light" or "poor light" condition for those heated planets?
Alas, brown dwarves radiate primarily in the far infrared part of the spectrum, so they won't help light levels.
You are scientifically correct. But SS is scientifically incorrect game by itself. Brown dwarfs in SS gives light to planets generated orbiting close to them. IMO modded stars should match vanilla.
P.S. "primarily in the far infrared part" is correct indeed, but it does not make them dark or dim. They are quite bright if you are close enough. BTW same thing to black holes.
Good news - it's already compatible with modded planet types!
A non-vanilla planet won't change its type, but terraforming is still worthwhile, since it can alter the planet's hazard rating by removing conditions.
At the moment planet types are hardcoded. When I have a moment, I'll see about either directly incorporating Unknown Skies types or at least putting the terraforming sequence into a csv file so users can edit it.
Which other mods are you using, and in what order did you terraform the worlds in question?
If all else fails, send me your save file so I can poke directly at the planets' conditions and see what's causing it.
With all that said a few question:
1. Does it clash with Boggled's terraforming mod?
2. Is there a way to stop 'natural progression' of planet class change? I mean removing the condition without changing the planet type. I rather like looking at a colorful star system rather than all-terran system even though it's best option.
Ced Riggs: Are you sure that's the right save file?No, I am (now) sure it's the wrong save file, because I uploaded the wrong file. Here (https://www.ced23ric.de/starsector/save_Athlon_6219601869289478642.zip) is the right one; apologies.
Today's update improves compatibility with Unknown Skies. Now when a terraforming project finishes on an US planet type, it will properly re-evaluate the planet's class.
US planets that have been terraformed before this update will not automatically re-evaluate; you'll need to set "reEvaluateMode" to true in the config file, then visit the planet. You'll see an option to re-evaluate the planet's type. This can also be used to affect certain vanilla planets that didn't conform to the usual planetary condition system - for example, a tundra world without the Cold condition.
Today's update improves compatibility with Unknown Skies. Now when a terraforming project finishes on an US planet type, it will properly re-evaluate the planet's class.You're a legend. Will test both the reEval and the experimental mode extensively across the week and report back. Thanks so much.
I've got an experimental version that uses planet generation categories, rather than the planets themselves, to trigger terraforming changes.
- set "reEvaluateMode" to true in the config file, then visit the planet.Tried the current version offered in your first post, set "reEvaluateMode": true, and visited my colonies in question - the stubborn volcanic world, an acid planet, an irradiated planet. I haven't seen an option to ReEval the planet in the colony dialogue, nor in the colony management screen. Where should that button be? Could you show us a screenshot? Would it always be there, even on properly terraformed planets that act as they should?
You'll see an option to re-evaluate the planet's type.
This can also be used to affect certain vanilla planets that didn't conform to the usual planetary condition system - for example, a tundra world without the Cold condition.
---
Ced Riggs: Your planets should still be able to change their type via the option above.
First of all I'm loving this mod and I've had no issues so far.
But now I have a problem a desert world that I'm trying to terraform already has the "habitable" condition but when I build the water collection structure and the project finishes it doesn't get turned into a terran world it just gets the condition "hydrated" i already tried removing that condition and re-hydrating the planet but it results in the same issue, the same goes for deleting "habitable" and adding "no atmosphere"
Any help is greatly appreciated!
Thanks for the testing, everyone! The new version should hopefully address all discovered issues - please let me know if it does not.
Uh i have a problem with Adjusted sector, idk if its caused by your mod but i don't have the colonize option on a massive amount of planets and it was the same with Grand sector :'(More than likely you are missing Crew, Supplies, or Heavy Machinery, as the process of creating a colony is not touched upon by this mod.
You can apparently have colonized brown dwarf stars if you don't undock after you make your colony.
Can you sell the buildings after terraforming is complete?
I still need around 300 days for terraforming to complete so Ive no IdeaCan you sell the buildings after terraforming is complete?
Aren't they disappear by themselves?
Crash that happens when I try to open the Add Industry Screen on Acrology worlds. Running on v5.4.5Spoiler1895453 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Spec of class [com.fs.starfarer.api.impl.campaign.procgen.PlanetGenDataSpec] with id [boggled_arcology] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.api.impl.campaign.procgen.PlanetGenDataSpec] with id [boggled_arcology] not found
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.getSpec(Unknown Source)
at kentington.diyplanets.WaterReceiver.isAvailableToBuild(WaterReceiver.java:46)
at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.updateTable(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.createUI(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.<init>(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.IndustryListPanel.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
0 [main] INFO com.fs.starfarer.StarfarerLauncher - Starting Starsector 0.9.1a-RC8 launcher
2 [main] INFO com.fs.starfarer.StarfarerLauncher - Running in D:\Games\Starsector\starsector-core
2 [main] INFO com.fs.starfarer.StarfarerLauncher - OS: Windows 8.1 6.3
2 [main] INFO com.fs.starfarer.StarfarerLauncher - Java version: 1.7.0_79 (64-bit)
23 [main] INFO com.fs.starfarer.launcher.ModManager - Error loading mod from [..\mods\00test]
24 [main] INFO com.fs.starfarer.launcher.ModManager - JSONObject["description"] not found.
org.json.JSONException: JSONObject["description"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getString(JSONObject.java:577)
at com.fs.starfarer.launcher.ModManager.o00000(Unknown Source)
at com.fs.starfarer.launcher.ModManager.access$1(Unknown Source)
at com.fs.starfarer.launcher.ModManager$1.accept(Unknown Source)
at java.io.File.listFiles(Unknown Source)
at com.fs.starfarer.launcher.ModManager.updateList(Unknown Source)
at com.fs.starfarer.launcher.ModManager.<init>(Unknown Source)
at com.fs.starfarer.launcher.ModManager.getInstance(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.<init>(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.main(Unknown Source)[close]
This crash appears to be caused by the DIY Planets mod (I bolded the line in the stacktrace above). Do you have that enabled?
My understanding is that his Water Receiver structure is getting the planet type and checking procedural generation information. Since my arcology worlds are not programmed to be procedurally generated, the data he's looking for doesn't exist and that causes the crash. This should cause a crash with any mod (mine or otherwise) that puts in custom planet types without adding the procedural generation information. It seems he's a much better programmer than me, so maybe I'm wrong. If he needs me to change something on my end to fix this I would be happy to.
Either way, thanks for reporting this!
CTD? What is it?
First of all I'm loving this mod and I've had no issues so far.
But now I have a problem a desert world that I'm trying to terraform already has the "habitable" condition but when I build the water collection structure and the project finishes it doesn't get turned into a terran world it just gets the condition "hydrated" i already tried removing that condition and re-hydrating the planet but it results in the same issue, the same goes for deleting "habitable" and adding "no atmosphere"
Any help is greatly appreciated!
This was posted back in March and had no answer that I can see. Now having the same problem with a cometary collection structure. It's "Hydrated" my desert world 3 times now to no effect. The tooltip says that the world will be compatible with terran life once the "atmosphere is established," except the world has a full atmosphere. Can't quite remember if it spawned like that or if I terraformed the atmosphere in too.
Only mod i'm running that messes with colonies is "Better Colonies".
I should mention that i already tried using the reevaluate dev option, but it didn't change the planet at all. Anyone having something similar happen? Mod is great so far just need to get through this snag. I would appreciate any help with this issue.
I did transform a Cyrovolcanic into Water World. But instead of aquatic culture, I can build a farm on it instead.
173442 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.campaign.econ.industries.MS_supersolar.addPostDemandSection(MS_supersolar.java:87)
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.createTooltip(BaseIndustry.java:1157)
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)
Just wanted to let you know I'm getting a crash when I hover over "Massive Solar Collectors" on an abandoned station that I colonized (Border Crossing in Manchester system). All the other tooltips pop up fine, only that one is causing it to instantly crash to desktop. I believe the Solar Collectors are part of your mod but correct me if that's wrongMassive Solar Collectors are from Shadowyards, and colonising abandoned stations is from boggled's terraforming mod.
Just wanted to let you know I'm getting a crash when I hover over "Massive Solar Collectors" on an abandoned station that I colonized (Border Crossing in Manchester system). All the other tooltips pop up fine, only that one is causing it to instantly crash to desktop. I believe the Solar Collectors are part of your mod but correct me if that's wrongMassive Solar Collectors are from Shadowyards, and colonising abandoned stations is from boggled's terraforming mod.
Hello guies, I have a frozen planet with Abundant Rare Ore / Moderate Ore / Abundant Volatiles / Extreme Cold / High Gravity.
I built by half a stellar mirror to lower the hazard rate and have less Cold, but will I keep the volatiles if it transform my planet ?? Same for N-Brane Oscillator, will I keep the volatiles and ores if the gravity of my planet is changing ?? I saw a planet called Scorn hold by the Ninth battle group having a Terran one with metals and abundant volatiles so I'm wondering... ! What is my interest if I want to keep the resources intact ? And is it the same for Cryovolcanic or Toxic planets ?? Thanks in advance for your answers
Hey I've encountered a situation where a colony I own can build aquaculture but cant do the lobster breeding program. Its an Archipelago world from unknown skies. So far I haven't done any terraforming on it but reevaluating turns it into a Terran but still allows me to build Aquaculture. Does anyone know a way around this?
Edit: I'm also slightly disappointed that the planet-creating ship isn't called the Titan. ;DThat would conflict with Interstellar Imperium's Titan series, so it's understandable that they wouldn't use it.Spoilerhttps://www.youtube.com/watch?v=wPWIGJfUCh8[close]