Fractal Softworks Forum

Starsector => Mods => Topic started by: Kentington on January 03, 2020, 05:55:22 PM

Title: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Kentington on January 03, 2020, 05:55:22 PM
(https://i.imgur.com/U9rjghu.png)
v1.0.12, for Starsector 0.9.1a
Download (https://drive.google.com/open?id=1F3Lx2i-ahk6T9nZSqnSl9ztyrQDpX0eY)

DIY Planets adds a variety of colony structures and special items which allow the player to manipulate planetary conditions. It is intended to make otherwise marginal colony sites viable, encourage exploration, and serve as a late-game credit sink. It also includes endgame methods for transforming asteroid fields into planets, and gas giants into brown dwarf stars.

How It Works

Once you've built a colony on a hazardous planet, a variety of new structures become available depending on its conditions. Most of these can reduce a condition's hazard rating by half, but cannot permanently remove it. For a complete fix, you'll need to find a specific Domain-era artifact and install it in the structure. These have been added to vanilla loot tables and can also be found in a special (repeatable) bar quest, where a "scarred spacer" points you to a derelict Eridani-Utopia terraforming rig. Each artifact is single-use.

Industries and their effects:


Spoiler
Water Transport Infrastructure
(https://i.imgur.com/rFOAOK5.png)
Constructed on a water world, rocky-ice planet, frozen planet, or cryovolcanic planet, this structure transports water to another planet in the system. Does not require an artifact. Having it in place allows you to build:

Water Capture Infrastructure
(https://i.imgur.com/dmVAQcH.png)
Constructed on a desert world, this structure receives water and improves the planet to an arid, jungle, tundra, or terran world (depending on temperature). Does not require an artifact.

Cometary Capture Infrastructure
(https://i.imgur.com/dmVAQcH.png)
An alternative approach for desert worlds without a nearby water source, captures water-bearing asteroids to hydrate the planet. Does not require an artifact, but is slower and more expensive than standard water transport/capture infrastructure.

Environmental Agency
(https://i.imgur.com/DGb15Kp.png)
Removes pollution at a hefty credit cost. Does not require an artifact.

Integration Corps / Subjugation Corps
(https://i.imgur.com/9D7AMNu.png) (https://i.imgur.com/UnVPnRe.png)
Two options for removing a decivilized population. The integration corps is costlier but greatly increases immigration while in effect; the subjugation corps is cheaper and faster but only slightly increases immigration. Neither requires an artifact.

Atmospheric Filter
(https://i.imgur.com/ne7iyZq.png)
Removes toxic or dense atmospheres. Requires an "atmospheric mineralizer" to complete.

Atmospheric Pump
(https://i.imgur.com/4RahryS.png)
Adds an atmosphere to a planet, removing the effects of null or thin atmosphere. Requires an "atmospheric sublimator" to complete.

Stellar Mirror
(https://i.imgur.com/cxCP3lJ.png)
Removes cold or extreme cold. The latter is costlier and takes longer. Requires a "stellar reflector core" to complete.

Stellar Shade
(https://i.imgur.com/KqwmjmP.png)
Removes heat or extreme heat. The latter is costlier and takes longer. Requires a "stellar reflector core" to complete.

Stellar Distributor
(https://i.imgur.com/cxCP3lJ.png)
Removes poor light. Requires a "stellar reflector core" to complete.

Tectonic Engine
(https://i.imgur.com/iL04OzD.png)
Removes tectonic activity or extreme tectonic activity. The latter is costlier and takes longer. Requires a "tectonic attenuator" to complete.

Cyclonic Regulator
(https://i.imgur.com/Lf7Q4Wp.png)
Removes extreme weather. Requires a "weather manipulation core" to complete.

Genepurge Project
(https://i.imgur.com/qFPucYV.png)
Unleashes engineered viruses to remove a planet's inimical biosphere. Does not require an artifact to complete.

N-Brane Oscillator
(https://i.imgur.com/qyqO4W6.png)
Adjusts the local gravitational field. Requires an "n-brane oscillator core" to have any effect.

Climate Sculpting Project
(https://i.imgur.com/0ZehbNB.png)
Can only be built on a terran or water world. Adds "mild climate," further reducing hazard rating. Requires a "terraformer brainprint" to complete.

Lobster Breeding Program
Adds Volturnian lobster to a water world, but reduces relations with the Sindrian Diktat.
[close]

Terraforming can also gradually change a planet's class, with visual updates as appropriate. Once a planet progresses past "desert," it will generate farmland if none existed, and each step will improve that farmland.

Spoiler
  • Volcanic planets become barren when their extreme heat is removed.
  • Cryovolcanic, rocky ice, and frozen planets become water worlds when their cold/extreme cold are removed.
  • Toxic planets become barren once their corrosive atmosphere is removed.
  • Barren planets become barren-desert once an atmosphere is added.
  • Barren-desert planets become desert - and gain the "habitable" condition - once all "extreme" conditions are removed.
  • Desert planets become arid, tundra, or jungle (depending on temperature) once water has been added.
  • Arid, tundra, and jungle planets become terran-eccentric once their temperatures are normalized.
  • Terran-eccentric planets become terran once all natural hazards are removed.
[close]

Creating Planets
Spoiler
(https://i.imgur.com/sYlZZdE.png)

Once you reach level 40, a new bar quest becomes available. Completing it grants access to the Genesis-class hull, a very expensive and single-use starship which transforms an asteroid field into a new planet. Planets are guaranteed to contain ultrarich deposits of metals and rare metals, and will also contain various amounts of organics and volatiles. Simply interact with an asteroid to use the Genesis.
[close]

Creating Brown Dwarf Stars
Spoiler
(https://i.imgur.com/RnYqyOH.png)

With an N-Brane Oscillator Core in your inventory, approaching a gas giant gives you a new option. Converting it into a brown dwarf star will increase the heat of all planets in the system by one step, and additionally will improve light levels. This can have an impact on faction relations if there are colonies in the system; colonists will appreciate having cold planets warmed but will hate receiving hazardous levels of heat.
[close]

Compatibility

This mod is compatible with existing saved games, and even if you've already looted the Sector, terraforming equipment can be obtained through a repeatable bar quest. It's not a good idea to uninstall it if you have any active terraforming structures.

Changelog

Spoiler
  • 1.0.12: Full compatibility with new planet types added by other mods. Improved re-evaluation function.
  • 1.0.10: Improved compatibility with Unknown Skies planet types. Existing planets can have their type re-evaluated; set "reEvaluateMode" to true in the config file and visit the planet to see the new option.
  • 1.0.9: Brown dwarves now improve light levels as well
  • 1.0.8: Added Genesis-class starship and quest to acquire it, allowing planets to be created from scratch. Added the ability to transform gas giants into brown dwarf stars, heating an entire system.
  • 1.0.7: Added lobster breeding program and cometary capture infrastructure. Water worlds can now receive Climate Sculpting project. Several bugfixes.
  • 1.0.6: Fixed planet classes unable to improve by multiple steps at once. Also prevented terraforming structures from "eating" AI cores upon completion.
  • 1.0.5: Melting a frozen planet now properly adds the Water-Covered Surface condition
  • 1.0.4: Fixed crash when adding industries to non-planet colonies. Also fixed an issue where some barren planets could skip directly to terran. Developer Mode now allows terraforming projects to complete without an artifact.
  • 1.0.3: Subjugation Corps properly removes itself when the project is complete
  • 1.0.2: Climate Sculpting Project can no longer be built if the planet already has a mild climate
  • 1.0.1: Climate Sculpting Project can finish successfully
  • 1.0.0: Initial release
[close]

In the unlikely event that Alex & crew want to implement any aspect of this mod into vanilla Starsector, they are free to do so.
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: boggled on January 04, 2020, 10:04:02 AM
This is a very high quality mod, and I think many players may prefer it over mine. A few suggestions based on things I encountered when developing my mod:

1. Many players have the Unknown Skies mod installed. I don't believe your mod supports US planet types, which will make it partially incompatible with many saves in progress.

2. Some players want to be able to terraform any planet and any conditions, whereas others want more "balanced" and realistic options. You may want to have a settings file where certain buildings can be disabled (ex. the gravity adjustment ones) for players that want more realistic terraforming options.

As our mods are fairly similar and will largely be incompatible with each other and compete for players, I would be happy to collaborate with you on developing a single mod. If you're interested, just let me know. Either way, congratulations on making a very nice mod!
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: darkond2100 on January 05, 2020, 03:17:10 PM
It sounds like a great mod, but yeah I'll be holding off from it until it supports Unknown Skies.
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Kentington on January 06, 2020, 02:37:22 PM
Good news - it's already compatible with modded planet types! Only planetary conditions (ex: "Hot" or "Extreme Weather") are directly affected by terraforming projects. 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.
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Morathar on January 07, 2020, 07:48:06 AM
I was playing around with this mod a bit yesterday and noticed there's a small bug with the Climate Sculpting Project industry. Apparently, you can build this industry repeatedly on the same terraformed planet (or even on a non-terraformed planet that already has the Mild Climate condition). Doing so will cause that planet to have multiple Mild Climate conditions that stack for the purposes of calculating the hazard rating. (For the record, the UI will still only display one Mild Climate icon, but if you hover over the Hazard Rating it will list multiple copies of the Mild Climate bonus...) To prevent this I recommend not allowing the Climate Sculpting Project to be built if the planet already has the Mild Climate condition.

Otherwise, everything seemed to be working correctly and I quickly had an impressive empire of terran planets thanks to your mod. (And before anyone complains about balance issues, I should note that I was testing in DevMode and so construction/terraforming rates were greatly accelerated. It also probably didn't hurt that I "discovered" dozens of artifacts via the Console Commands mod...)
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Kentington on January 07, 2020, 06:23:22 PM
D'oh! Thanks for the bug report Morathor, I just uploaded a fix.
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Morathar on January 08, 2020, 08:22:38 AM
D'oh for me as well - I was hoping to edit my post with another issue I found before you fixed that last one. You're just too quick for me...

Anyway, I noticed that the Subjugation Corps industry doesn't appear to be going away once it's completed its task. While it successfully removes the decivilized population condition, the industry itself just hangs around stuck in the 'subjugating' state. From what I can tell, the timer gets reset when it reaches zero and then just starts counting down again. There's a fairly easy workaround to the issue - just right-click and remove the industry - but I figured I should let you know anyway. For what it's worth, the alternative Integration Corps industry removes itself just fine when its work is done. (Although I'm not sure why anyone would use the Integration Corps when the Subjugation Corps seems significantly better - but maybe I was missing something...)

On an unrelated note, I know I said I wasn't looking at balance issues, but it seems like it's sometimes too easy to make a terran world. For example, I transformed a barren world into a terran world with just the Atmospheric Pump industry and an atmospheric sublimator. I'm not sure if that was just a side-effect of running in DevMode, but it seems like I should have at least had to add water to it or something...
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Kentington on January 09, 2020, 01:51:25 PM
Fixed the Subjugation Corps - its code was incorrectly trying to remove an Integration Corps. Regarding balance, the advantage of the Integration Corps is that it provides twice the temporary growth bonus of its counterpart. Since it demands food rather than weaponry, it might also be a better option on certain planets, depending on local industry. (There's also the roleplaying aspect, but that's a more minor concern)

Regarding your terran world issue - that shouldn't be happening. Barren worlds are intended to stop at desert until water is added. Which other mods are you running, if any? It's possible a mod is adding additional barren planet classes and they aren't being handled correctly.
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Morathar on January 09, 2020, 04:09:07 PM
I didn't realize the two Corps used different commodities and I can see how that might be advantageous - farming is often the first industry I build on my initial colony. Also, I didn't notice the growth bonus difference because I was focusing more on stability (I thought the Integration Corps might hurt that for those roleplaying aspects you mentioned) and hazard rating. Thanks for letting me know.

I'm not on the machine I was using for testing, so I can't give you an exact list but it was a fairly small list for testing purposes. Basically, I was just using some utility mods (CombatChatter, Console Commands, StarshipLegends, etc.) plus LazyLib and Nexerelin. And I wasn't running any faction mods or the Unknown Skies mod, so I don't think anything was adding custom planet types. I'll double-check that computer later to be sure though...

For what it's worth, the planet in question was just a simple barren world with sparse ore and no atmosphere. It wasn't hot/cold, it didn't have low gravity/high gravity, or any other negative conditions - so once the Atmospheric Pump did its work, all the planet had left was a single condition (the ore). Perhaps the problem is related to the fact that I would have been unable to build any more terraforming industries at that point (since it didn't need Solar Shades, Solar Mirrors, etc.). Either that or it's just an odd side-effect of running in DevMode so that construction tasks that should take months or years finish in a day or two.

Edit: Just a quick follow-up, but here's my exact mod list: Captain's Log, Combat Chatter, Console Commands, DIYPlanets, LazyLib, Nexerelin, SkilledUp, Starship Legends, and ToggleWeaponGroup. It doesn't look like any of those mods include a planet_gen_data.csv file, so they shouldn't be adding any new planet types.
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Kanil on January 10, 2020, 01:01:09 AM
Downloaded this and gave it a try. I'm getting a crash when clicking on Add Industry or Structure for the Citadel Arcadia station. I'm guessing it's related to the mod, and with the market being a station and not a planet? Regular planets seem to work fine.
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Kentington on January 10, 2020, 06:11:35 PM
Thanks for the bug reports, folks - just pushed a fix for both of your issues.
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: metsutdk on January 10, 2020, 11:04:27 PM
This mod looks great, I'll be trying it tonight!
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Kanil on January 12, 2020, 04:57:57 PM
I built a stellar mirror on the Frozen world Nomios, successfully melting it into a water world. It was not given the Water-covered Surface modifier, which I'm guessing it should?

Working on removing it's Thin Atmosphere to see if that adds Habitable now.
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Kentington on January 12, 2020, 07:35:22 PM
Just pushed a fix for your issue, Kanil. It'll add the modifier the next time a terraforming project completes. (Yes, "Habitable" gets added once a planet has an atmosphere and non-extreme temperatures)
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Morathar on January 12, 2020, 08:41:55 PM
I just wanted to confirm that I tried v1.0.4 and it took care of my problems with the Subjugation Corps not going away and with Barren planets transforming directly into Terran worlds once they got an atmosphere. Thanks for the quick fixes.
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Ramdat on January 13, 2020, 12:51:17 PM
How does this mod compare to Boggled's Terraforming mod? For example: build cost, build time, maintenance cost, terraforming time? Does it delete the structure after the terraforming period is over? Does it delete positive modifiers (such as rich minerals) after terraforming?
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Kentington on January 13, 2020, 05:01:28 PM
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.
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Ramdat on January 13, 2020, 05:51:53 PM
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.

If you slot an AI core into the terraforming building, it deletes the AI core when it deletes the building after the terrraforming process is complete. Is this intended behaviour?

There is a potential bug with Rocky Metallic worlds. I found one with "no atmosphere" as the only penalty, and built an atmospheric pump on it. When it finished, it turned into a barren-desert planet and gained the habitability modifier, but it can't build a water capture infrastructure or any other terraforming buildings to continue the development. Since I'm testing, I used the console command fastbuild, if that matters. However, a barren-bombarded world correctly turned into a desert world with the fastbuild command.
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Kentington on January 13, 2020, 06:12:01 PM
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.
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Ramdat on January 13, 2020, 06:27:15 PM
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.
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Thief of Time on January 14, 2020, 11:15:40 AM
Interesting mod, I played with it a bit, but not to the point of being an expert. I just have a few questions if you are feeling generous enough to indulge me.

1. Is there a way to go past desert if there are no water inclined planets in the system? (I know Boggled's Terraforming mod has something along the lines of automated drones dragging in ice asteroids as a buildable structure for that purpose.)
2. Do you have a way (plan) to deal with radiation related conditions?
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Kentington on January 20, 2020, 01:30:39 PM
Hey, sorry for the delayed response. 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.

Regarding the desert planets, that's coming in the next update! Expect it to be significantly slower and more expensive than the existing option, for balance's sake.
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: nullen_voiden on January 20, 2020, 09:35:30 PM
Can Terraforming add farmland to a planet?
Does lowering the hazard rating cause the planet to grow faster?
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Kentington on January 20, 2020, 10:08:25 PM
Nullen_voiden: Yes and yes. Once a planet becomes habitable, it gains poor farmland. You can improve the land's quality by improving the planet's class. Hazard level modifies growth as per vanilla mechanics.
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Panpiper on January 21, 2020, 04:52:11 AM
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.

Technically, it doesn't have to be plausible if you use sufficient handwavium. If possible, make it related to discovering an ultra ancient precursor artifact in a quest/encounter or something. Maybe link it to a device that is recovered but makes it so only one planet (per device) can be rid of radiation at a time.

"Your scientists have no idea where this thing came for. It appears to be more ancient than anything yet known. They are of two camps, that it hearkens to a previous universe that had different physics, or that it originated in another dimension that also had different physics. Leaving such academic debates to those with skinny arms, you want to know what it can do. While they have not ruled out it being capable of much more, one thing they are certain of is that this device can rid a planet of it's radioactive condition. At the moment they are calling it a Quantum Fizzler."
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Panpiper on January 21, 2020, 08:58:26 AM
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?
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: caymon on January 21, 2020, 10:11:18 AM
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.

Irradiated planets are merely flooded with radiation on the surface, a solar radiation shield would protect the planet from continued radiation, and a focused cleanup would solve the problem.

think of it like a garden in the middle of a salt storm, if you put up canvas to block the wind and salt then remove the top layer filter out all the salt and return it you have a garden again.

heres an interesting bit from a how stuff works article (https://science.howstuffworks.com/radioactive-cleanup1.htm):
Quote from: How stuff works
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.
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Thief of Time on January 21, 2020, 12:10:11 PM
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.

As to how to use them: when you make a colony on a planet with negative conditions, you will have the ability to build terraforming structures specific to the negative conditions you have there. Some work "all the way" by default. That means that after being built, it slowly starts to lower hazzard rating up to the value the relevant negative condition is worth, after which both the structure and condition are removed.

Most of the structures only work "half way". That means, the structure will start lowering the hazzard rating as in the above case, but stop at half the value. The only way to make it continue progressing past that point is to install the relevant terraforming artefact in the structure (the same way you put a nanoforge into Heavy Industry). Once the structure has an artefact, it will continue to lower the hazzard rating up to the full value of the relevant condition, after which the condition and structure get removed (the artefact is consumed in the process).
The artefact should tell you in the last line of it's description what it can be used for.
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Panpiper on January 21, 2020, 02:36:30 PM
(the artefact is consumed in the process)

Thank you.  Will the quest repeat so we can reacquire the necessary artifacts?
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Thief of Time on January 21, 2020, 04:50:04 PM
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).
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Panpiper on January 21, 2020, 06:09:28 PM
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).

That's not a 'small' tip, that's a great tip!   ;)  Thank you.
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Panpiper on January 22, 2020, 07:55:33 PM
Query:  Is there any provision in the mod for gaining farmland once a planet has been completely terraformed?
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Thief of Time on January 23, 2020, 12:06:10 AM
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.
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Panpiper on January 23, 2020, 03:23:31 AM
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.

Does the happy dance!   :)
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Kanil on January 23, 2020, 06:01:57 PM
I'm trying to use the mod to create a jungle world at the moment, but I'm not exactly sure how to go about that. Does anyone know what the required conditions are to create one?

Adding water to a hot desert got me an arid world, but it seems like adding water to a normal temperature desert world would get me a terran eccentric world?

Edit: Some more questions and observations. Adding water to a low gravity desert got me a terran world, is low gravity not a "natural hazard" that would cause it to become a terran eccentric world instead?

I don't think my Water Capture Infrastructure returned the alpha core it had when it finished.

My water world got water-covered surface correctly, but I cannot build an aquaculture industry on it.
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Kentington on January 28, 2020, 07:03:31 PM
Kanil: Currently, once water is added to a hot desert, it has a 50% chance to become an arid world and a 50% chance to become jungle. I'm thinking of changing this in the next release, since theoretically you should be in control of the amount of water you're adding, and it doesn't make sense to create an arid world.

Will look into those bugs this week.
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: zorbak27 on January 30, 2020, 08:48:08 AM
Hello, while i was looking at the modinfo of this mod, i found the lobster breeding industry. Is it possible to get it without using console commands or is it just a WIP?
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: RoquetheRogue on February 04, 2020, 12:39:00 PM
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...
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Thief of Time on February 04, 2020, 01:11:41 PM
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.
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: RoquetheRogue on February 04, 2020, 01:28:30 PM
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.

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 play
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Chairman Suryasari on February 04, 2020, 10:24:43 PM
Thanks!
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Thief of Time on February 06, 2020, 05:23:28 AM
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.
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 play
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.)
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Mondaymonkey on February 10, 2020, 02:20:05 AM
Hi there!

First of all, a great mod pointed to satisfy players`s demands when all achievements are reached. Thanks a LOT.

But still a lot to do, i guess. Weird bug happened, when i just colonize a jungle world, the Water Transport Infrastructure appears in a build list. I have not trying to construct that and quickly check if colonized a wrong planet, but no. Then i was tried to make a screenshot, but WTI was already gone.

Another bug: Solar Shade  or Genepurge Project eats my alpha AI core. Both was equipped them and both finished while i was in a long term expedition. Upon returning there was only one core in storage.

And yeah, there are too much terraforming artifacts (TA) in game, even without the bar quest. I`v started a new game with that mod and have not explored even a 10% of outer systems yet, but already found 15 TA.

If not reducing spawn rate(i can understand why), maybe it better to find a way to order overneeded TA instead of selling them? First think: give them to factions local authority for money and relationship. Too boring, though. It would be better to convert them into something more needful, like AI cores, blueprints, nanoforges, etc. It could be implemented via bar quest or mission-like quest similar to procurement. Too boring ether. I can image repeatable bar quest of mixed type:

1. Met a drunken guy in a bar, who will give you a coordinates of other drunken guy, who is willing to obtain specific TA and ready to sell his soul (and secret pirate/remnant base coordinates) for it. First guy probably should be paid for it.
2. Second guy sells you a coordinates for TA.
3. Secret pirate/remnant base spawned somewhere in sector. It is strong and guarded by a huge fleet. End-game players shall enjoy.
4. When destroyed, base gives a LOOT. AI cores, blueprints, etc. But not TA, obviously.
5. ...
6. Repeat in a three to six month or so.

That is probably too much text for a single post, sorry.  ??? Also sorry about my bad eanglish.

P.S. is it moderation or i doing something wrong? Post does not appear. :-[
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: rekkehus on February 13, 2020, 08:10:27 AM
I've been playing with this mod, and found it to be enjoyable, with one reservation:
I would think that terraforming a planet to a terran type should add organics as well as farmland.

Any chance of that happening?
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: MaroonTin on March 10, 2020, 12:14:57 PM
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!
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Cyber Von Cyberus on March 10, 2020, 06:30:00 PM
Is it normal that water worlds get no options to build the climate sculpture project ? You'd think it would be possible since it's basically a habitable earth-like planet but without the land.
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Kentington on July 10, 2020, 09:59:33 AM
Whoa, an update? That's right, I finally have time for Starsector again, and have made the following changes:

-Added "Cometary Capture Infrastructure," allowing desert planets to be hydrated without a water/ice world elsewhere in the system. It is a slower and more expensive option, however.
-Added "Lobster Breeding Program," allowing water worlds to develop their own Volturnian lobster industries - at the cost of angering the Diktat!
-Allowed the Climate Sculpting Project to be applied to water worlds.
-Reduced the rate at which terraforming artifacts replace vanilla artifacts in the loot tables. You can still get a steady supply from the bar quest.
-Fixed a bug where certain projects "ate" their AI cores upon completion.
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Paragon Bane on July 10, 2020, 08:24:42 PM
Whoa! Thank you!
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Chikanuk on July 10, 2020, 11:37:31 PM
Great news!
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Chairman Suryasari on July 11, 2020, 10:49:52 AM
Thanks! Really love the repeatable quest!
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Kentington on July 18, 2020, 08:59:28 AM
Today's update makes the mod's title a bit more literal - it adds a method for creating planets from scratch! Once you reach level 40, speak with the AI persona hologram that appears in a bar and follow the quest to acquire the Genesis-class starship blueprint. Interacting with any asteroid with a Genesis in your fleet will convert the asteroid field into a new planet - one with ultrarich deposits of metals and rare metals, and some amount of both organics and volatiles.

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.
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Mondaymonkey on July 18, 2020, 09:03:04 AM
Quote
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?
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Kentington on July 18, 2020, 09:06:42 AM
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.
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Mondaymonkey on July 18, 2020, 09:14:31 AM
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.
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Kentington on July 18, 2020, 03:29:59 PM
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.

Just checked a vanilla brown dwarf system and you're correct. I've updated the mod for consistency. Perhaps nebulae will be a bit more useful now that you can get ideal heat/light levels with a couple of oscillators.
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: RedPirateKing on July 20, 2020, 11:34:31 AM
Hey love the mod just wondering if anyone has had any issue pairing it with Boggled's Terraforming mod that allows for station construction. Wanting to use that part of his mod with this mod and wondering if there would be conflicts with the terraforming notion of both
Thanks!
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Ced Riggs on July 20, 2020, 12:19:46 PM
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.

Is there any way you could bridge that gap, and maybe coordinate with Unknown Skies? Because, I am sitting here with these Acid and Irradiated etc. pp. planets, and I am terraforming my butt off, but... you know. It ain't Earth-y. I feel like I tasted power, the power to change the sector into a Garden Eden, only to be stumped by a technicality.

Puppy eyes? Pretty please?

Alternatively, tell me in broad strokes how to do it myself. I am assuming I need a) know what the planet type is called and then b) copy some aspects of your mod for those planet types. But I would much rather not branch off of your code with constant need to merge after updates...
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Ced Riggs on July 20, 2020, 12:37:18 PM
I also have a bug report, I think:
(https://i.imgur.com/Btv90lL.png)

This is a Volcanic world, where I removed the Heat first, then other things. Now it has 75% hazard, habitable, but it's neither barren, barren desert or desert, but perpetually a habitable, cozy volcanic world. Additionally, I cannot hover over the hazards anymore - I get a perpetual "hover over" click, rapid-fire. No idea what that icon between the Pathers and the Freeport is, either, as I do not get onHover windows on this colony.

Any idea?


Edit: And a similar case here:
(https://i.imgur.com/91uGmqz.png)

This is a Barren world, in prime 75% hazard condition. Habitable, but didn't go desert/barren-desert. There are no further terraforming options.
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Kentington on July 21, 2020, 02:20:40 PM
Red Pirate King: As far as I've seen in my brief testing, our mods' terraforming aspects don't interfere with one another.

Ced Riggs: 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.

That bug is worrisome. 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.
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Ced Riggs on July 21, 2020, 11:15:44 PM
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.

That'd be amazing, and I'd love that!

As a suggestion; you could create a quasi API for other mods to latch onto, so Unknown Skies could add terraforming structures and sequence of their planets as modules to your mod, such as Vayra's IBB has hooks for custom faction bounties, or Commissioned Crews allows for mod factions to add their own bonus.

Which other mods are you using, and in what order did you terraform the worlds in question?

... Yes. I am running this with ~84 mods. Weeding out faction and utility mods, these are the ones that are left:
Terraforming sequence, to the best of my knowledge, mandated by when I found parts - because you need so many Stellar Reflectors, and those seem to have a disproportionate drop weight compared to their demand.

Markham (Volcanic World) - Tectonic, Atmosphere, Heat.
Mubala (Barren World) - Atmosphere, Heat.

If all else fails, send me your save file so I can poke directly at the planets' conditions and see what's causing it.

Save File (https://www.ced23ric.de/starsector/save_JayTCarmichaels_9049867692161682386.zip)

Thank you so much for your time and work, I absolutely love this mod - and it made the rounds in my circle of friends, to resounding success.
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: ZeroXSEED on July 22, 2020, 05:39:06 AM
First of all, HOLY MOLY BATMAN, this mod alone fill me with so much happiness because two factors
1. Can build planets
2. Way to colonize nebula without gimping yourself too much.


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.
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: RedPirateKing on July 22, 2020, 01:23:04 PM
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.

I can answer your #1 here. I was able to disable boggles terraforming options in that mods settings and it works no problem ( aside from residual assets popping up) you can use the DIY assets and the station building options from boggles mod no problem
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Kentington on July 24, 2020, 03:54:32 PM
Ced Riggs: Are you sure that's the right save file? I can't find the planets in question within it. If it is the right file, are you using a mod that alters planet names somehow?
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Ced Riggs on July 25, 2020, 12:02:05 AM
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.
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Kentington on July 25, 2020, 08:49:44 AM
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.

---

Ced Riggs: Looks like it's another mod causing your issues with the mouseover. The two conditions you'll want to look at are either deconomics_edict_growth_reinv or hmi_reinforced_condition. Your planets should still be able to change their type via the option above.
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Viking8008 on July 25, 2020, 12:20:01 PM
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.


What about planets added by Kadurs and BDY? Also I think there is some more mods adding spec planets ...
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Kentington on July 25, 2020, 01:36:53 PM
I've got an experimental version that uses planet generation categories, rather than the planets themselves, to trigger terraforming changes. It should provide complete compatibility with other mods which add planet types - emphasis on "should." Since I don't play with these other mods, it's difficult to test.

You can get the experimental version here (https://drive.google.com/file/d/1VKBFMGrZTtr15wUhO28gVsle1H2gZgLq/view?usp=sharing). I'd appreciate any testing the community is able to perform, and will hopefully be able to merge this with the main version once it's confirmed that this works.
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Ced Riggs on July 26, 2020, 02:36:53 PM
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.
I've got an experimental version that uses planet generation categories, rather than the planets themselves, to trigger terraforming changes.
You're a legend. Will test both the reEval and the experimental mode extensively across the week and report back. Thanks so much.
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Ced Riggs on July 27, 2020, 12:25:56 AM
- 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.
---
Ced Riggs: Your planets should still be able to change their type via the option above.
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?
---
Nevermind, I found it in the experimental version. It's part of the colony dialogue!

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

I have not seen this option in the stable, despite toggling ReEval on. I assume the [DEV] and null. is part of the experimental mod's experimentalinessitude.

Using the ReEval works like a charm, and all my stubborn volcanic/barren colonies are now desert worlds. Y'maybe ought to give a hint that ReEval works in steps and multiple clicks may be necessary if the terraform-chain got stuck down the lane. After roughly three clicks, I was all good, though. I am getting the waterhose as we speak, working those newly-minted deserts along. Additionally, this new change allowed me to add atmosphere and soil and all the good things to an acid, turning it into a desert world, too. Since acid has no unique qualifier, that change seemed reasonable; remove the acidic atmosphere, and you're golden. Same with barren-bombarded, just acted like bombarded and worked all goodly. The only planet I have not been able to interact with further so far is Irradiated, although it has no other negative factors and ostensibly has atmosphere and nice temperature. Not entirely sure if and how you can handle that one, barring Unknown Skies adding something or the Enviro Agency working on this one, too...
---
Will test further and start a new game, looking for weird planets to terraform. Metallic, artificial... I'll make it sexy.
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Ced Riggs on August 01, 2020, 12:21:24 PM
Alright!

After about a week of testing the DIYPlanets [DEV] build, here's my report!

1) Preexisting Saves
It's save-compatible, and does not create bugs/issues with existing worlds, nor does it cause problems with new colonies. Seems to mesh seamlessly, as one might hope for. The ReEval option works flawlessly, and has saved all of my stuck colonies, and also worked on every Unknown Skies planet I colonized before, including Acid Worlds, Toxic Worlds, but not Irradiated Worlds. There seems to be no help for those.

2) New Games!
Almost flawless. I needed the ReEval tool to force a stuck barren-desert to desert transition, otherwise it just went from one step to the next without a stoppage like before. The "stuck" world in question was from a Genesis-created Barren World, and is now on the way to a Terran paradise, with that little snag. Not sure if the ReEval is needed in such a prominent menu position in this version, though; at least not in the colony dialog this far up. You may want to consider putting it into the "Special functions" menu, if Nexelerin allows additional items to be injected.

Thanks so much. I absolutely love this mod, and it's really augmenting my experience.
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Goat Machine Broke on August 01, 2020, 03:16:40 PM
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.
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Kentington on August 03, 2020, 03:27:50 PM
Thanks for the testing, everyone! The new version should hopefully address all discovered issues - please let me know if it does not.
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Goat Machine Broke on August 03, 2020, 04:30:48 PM
Thanks for the testing, everyone! The new version should hopefully address all discovered issues - please let me know if it does not.

And so it did! Awesome work and thank you.
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Freyze on August 05, 2020, 08:52:13 AM
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 :'(
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: GrandLabyrinth on August 07, 2020, 01:55:36 AM
So, apparently Scalartech's Jungle homeworld has a bit of a problem with this mod. I crashed when I tried to Evaluate it.

424089 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Spec of class [com.fs.starfarer.api.impl.campaign.procgen.PlanetGenDataSpec] with id [jungle_charkha] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.api.impl.campaign.procgen.PlanetGenDataSpec] with id [jungle_charkha] not found
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: ZeCaptain on August 07, 2020, 04:29:39 PM
You can apparently have colonized brown dwarf stars if you don't undock after you make your colony.
https://www.youtube.com/watch?v=wViyixiGuRI
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Ced Riggs on August 07, 2020, 11:22:49 PM
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.
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Mondaymonkey on August 08, 2020, 07:51:41 AM
You can apparently have colonized brown dwarf stars if you don't undock after you make your colony.

Spoiler
(https://i.pinimg.com/originals/c5/1c/b7/c51cb7ab426f5e6bcdb526c97155de76.jpg)
[close]
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: immortalartisan on August 08, 2020, 01:35:07 PM
wait wrong terraforming
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Outro on August 08, 2020, 10:15:45 PM
Recently used Cometary Capture Infrastructure on a desertic world (unknown skies).
1st round of terraforming transformed the planet into a terran world and the planet gained farmland. Then it repeat itself for a 2nd cycle and the planet gained the "hydrated" modifier, despite being terran and having an atmosphere already. The structure then queued itself up for a 3rd cycle, at which point I canceled it because this doesn't seem like intended behavior.
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: caekdaemon on August 09, 2020, 08:45:52 AM
Quick question, but is there a list of the planetary terraforming steps for Unknown Skies? I've got a Magnetic world that struck the wonder combo of having organics, volatiles, metals, rare metals and a bit of farmland, but I'm not too sure what the next step in the sequence is for it on the path to Terrandom.
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: uzsibox on August 18, 2020, 09:58:22 AM
Can you sell the buildings after terraforming is complete?
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Mondaymonkey on August 18, 2020, 10:01:25 AM
Can you sell the buildings after terraforming is complete?

Aren't they disappear by themselves? 
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: uzsibox on August 18, 2020, 10:26:41 AM
Can you sell the buildings after terraforming is complete?

Aren't they disappear by themselves?
I still need around 300 days for terraforming to complete so Ive no Idea
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Mondaymonkey on August 18, 2020, 10:30:43 AM
Oh. Wish you luck, then!
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Xobra on August 23, 2020, 11:09:57 AM
I had a CTD, probably caused by an compatibility Problem with Boggled Terraforming Mod

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!


Either way, love this mod; I use both in tandem, to create my perfect planets; sometimes I simply lack the Items needed, or the other option is easier.
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Xobra on August 23, 2020, 11:25:32 AM
Same error if shown when I try to reevaluate the Planet, but without a CTD
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: sanya02 on August 24, 2020, 09:35:05 AM
CTD? What is it?
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Mondaymonkey on August 24, 2020, 09:44:01 AM
CTD? What is it?

Crash To Desktop, I suppose.

You are welcome.
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: sanya02 on August 24, 2020, 11:11:44 AM
thank
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Satirical on September 02, 2020, 10:57:22 PM
So i installed a stellar reflector relay that contributes 5 points of terraforming per day but where do i install the "stellar reflector core" ?

edit: nvm im using DIY and terraforming and station construction smh no wonder lol sorry for the confusion :)
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: authenticasian on September 16, 2020, 02:58:30 AM
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.

Yeah I'm having this issue with a cryovolcanic world not turning into a water world, also running better colonies
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Albreo on September 18, 2020, 10:18:37 AM
I did transform a Cyrovolcanic into Water World. But instead of aquatic culture, I can build a farm on it instead.
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Mondaymonkey on September 18, 2020, 10:30:41 AM
I did transform a Cyrovolcanic into Water World. But instead of aquatic culture, I can build a farm on it instead.

Oh, that's are well-known issue, that couldn't be directly fixed in current SS version.

However, in TASC (https://fractalsoftworks.com/forum/index.php?topic=17094.0) mod, Boggled made a script, that change farming industry on a such planets into an aquaculture next day farming construction started. Not sure if DIYP have a same mechanism (It should, IMO).
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: arknok on September 27, 2020, 01:50:18 PM
your mod(1.0.12) crashes to desktop on loading a save game or starting a new game. I rolled back to ver(1.0.6) and it loaded fine. the error message said it was looking for a config (terrform_config.json(I think))
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Modo44 on September 28, 2020, 09:55:11 PM
Could you add a setting to set a time scale for the terraforming buildings? I think they are working too fast.
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Apfelkuchenbemme on September 30, 2020, 05:08:03 AM
Jesus, I love to hear myself talk ... put everything into a spoiler, but tl&dr is:
"Balance is whack, yo"

Spoiler

I really like the idea of terraforming planets and with Starsector, not only do I think terraforming as an "active" component rather than some derelict stations should be in the basegame, but I think it will be in the basegame at some point. But umm, either my view is extremely skewered by having an Alpha AI core in literally every single structure by the time I tried this mod, or you may want to think about some rebalancing:

Smaller "issues" I have with the mod
  • Yes, compared to the vanilla structures, the upkeep for those terraforming structures is noticably more expensive. However I only hit the red on one colony, and quickly got that colony back to green numbers once I could install a beta core after the third terraforming structure was finished. Since we're literally trying to turn an icy rock into a beautiful, green paradise with butterflies flying about, I'd definitely be OK with it if the upkeep for the structures saw a 25-50% increase. Heck, the only reason you’re even doing this is you have nothing better to do with 10s of millions of credits after some point, so I’d even be OK with it if the upkeep saw a 150% increase.

  • Why even bother with a demand in commodities? Like, unless this is all also lowered because of my AI cores, to function on a planet without an atmosphere, the Atmosphere Pump has a demand of 4 Heavy Machinery and a whooping 2 Volatiles. You don't even need your own Heavy Industries or need to be allied with one of the “big players” of the core, even the vanilla Independent can satisfy that demand with 5 HM from Nova Maxios.

  • "20k for the location of a terraforming rig"

    ... probably a bit of a pet peeve, but it’s like “OK old man sitting in a bar of one of my colonies, I’m going to pay you 20k credits for information as to where that terraforming rig is. Right after you tell me its location, I’ll just load up on supplies and fuel for about 50k and test the Capital Ship another mod added, which I’ve built for about 500k from my orbitals works and oh would you look at that, the income for this month was 1.1m"

    Like, 20k to start the "quest" just feels like a "Test you have to pass to start the quest, just for the sake of having a test", you know? It's just ... who the hell doesn't have 20k credits to start a quest where they have to destroy a certain kind of defense of a Domain-era artifact?
[close]

Bigger issues I have with the mod

But the kind of "broken", but also kinda more "confusingly balanced" thing about this mod is the comparison between those Terraforming Artifacts and ... The Genesis.


In vanilla Starsector, we can already zoom around in Hyperspace, our engines running on Antimatter Fuel, and we'll blast one another to hell with lasers and plasma while we phase cloak into another dimension or something and build a red shield around our entire damn planet ... but in order to make a change to a planets atmosphere or whatever permanent, we need some "Domain = big brain"-tier tech? That's single use? I can totally understand requiring a specialised AI core to (somehow) change a planets gravitational inner field thingy so it doesn’t have a high gravity debuff anymore … but we seriously can’t find a way to say “Alrigthy, we have to run those stellar mirrors / shades for x years and then we’ll put them into this formation to make the change permanent”?

Yet building a ship for a measly 1m credits, that literally pulls a planet with Ultrarich Deposits of normal and rare ores plus Organics plus Volatiles out of some asteroid field is somehow "easier" than permanently changing a planets environment? To put this into perspective, among all the 738 planets of my current playthrough, 37 had Organics and only 4 of them had Plentiful Organics. Exactly how well the Genesis can help you bolster a system depends on the availability of asteroids of course, but I mean ... my main system, the Pelesius Star System, had three planets to begin with:

There was Galahan, an Arid World with Adequate Farmland, Abundant Rare- and Moderate Normal Ore Deposits and Abundant Organics.
Then there was Ose, a Water World with Moderate Ore Deposits, Abundant Organics and (of course) a Water-covered Surface.
And last but not least, we had Ukobach, a Gas Giant that only has Diffuse Volatiles, but he was lovingly colonized nevertheless.


After using 5 Genesis on the ringsystem around Ukobach, the ringsystem around the Pelesius and Tered Kathon stars (binary system), an asteroid field around a jump point and an asteroid field that was big enough to generate two planets, I now also have these guys in the system:

Abundant Volatiles + Abundant Organics,
Diffuse Volatiles + Plentiful Organics,
Trace Volatiles + Plentiful Organics,
Plentiful Volatiles + Abundant Organics,
Diffuse Volatiles + Plentiful Organics


Really, 5m credits was all it took to raise the number of Planets with Plentiful Organics in the entire sector from 4 to 7. OK, this roll for resources was probably almost as lucky as even having enough asteroids to create five planets in the first place, but keep in mind that on top of those resources, all five of these guys have a hazard rating of just 150% and have Ultrarich Rare- and Normal Ore Deposits.


With 550k production value per month from my Orbital Works, it takes just a bit over 9 months to produce 5 Genesis and extend the Pelesius Star System from a very good system to an absolutely ridiculous power house of a system that - if you slap a High Command on every planet - could probably have like 30 or so Patrols / Detachments running about.

Yet it takes 400something ingame days to remove a planets Extreme Heat condition plus you need a single-use Artifact you may not even find in the next fetch quest?

[close]

My proposition for a rebalance

I liked the way Spore handled terraforming:

Early terraforming tech wasn't a precise science and it was a good idea to bring both forms of tech to e.g. be able to lower a planets temperature if you were about to raise it too high. Later terraforming tech could alter two things at once (think a volcano made atmosphere denser and raised temp) and the late game tech gave you precise control over what you wanted to do (those beams for temp and atmosphere vacuum / dispenser for atmosphere).


You could take a similar approach, where tech usable from the start would work, but wouldn't be very efficient. E.g. have standard Stellar Shades / Mirrors take many years to remove the hot Condition and Cold conditions, Atmosphere conditions would take the same time as Temperature and while working on Tectonic Activity would take 10+ years, you could only partially remove the "Extreme" forms of the condition and you couldn't even do anything about a planets gravity with existing tech.

Doing that quest where you return the AI to the system it originated from, would then unlock upgrades to the already available structures, that would lower upkeep and the time it takes to complete these alterations to a planets condition. This event would also unlock tech to work on an irradiated surface and gravity, both of which would be expensive and still take a long time.

Finding and installing those Terraforming Artifacts would significantly speed up the process and lower upkeep and after finishing the alteration, they'd be returned to the planets cargo holds instead of being single use.


Coming back to "why even have a commodity requirement?", I'd say we try to crunch some numbers by having a "natural pull towards the existing condition" and using a slider to change the amount of resources you want to pour into the operation:


Like, the Extreme Heat condition requires 9000 Terraforming Points (TP) to be removed, but decreases your amount produced by 3 per day. So if you build some standard Stellar Shade here, it'd produce 1 TP per Heavy Machinery and Metal you allocate to the operation, plus it'd cost 7.5k upkeep  per point.

So if you allocate 4 HM and Metal, it'd cost 30k credits per month and take 9000 days, because it'd produce 4 TP per day, which are reduced by 3 because it's Extreme Heat, so ~25 years (9000 / 30 / 12). If you now allocate 8 HM and Metal, it'd cost 60k credits in upkeep and "only" take about 5 years. If an Alpha AI core took the normal route of "-1 demand, -25% upkeep, +1 production", you'd now only pay 45k and it'd take a bit over 4 years.


The upgraded Stellar Shade would produce 2 TP and cost 6k upkeep per Resource allocated. This way, allocating 8 resources and installing an Alpha Core would cost 36k upkeep and produce 17 TP which, reduced by 3 because Extreme Heat, would still take about 21 and a half months to clear the Extreme Heat Condition.

If you now used some Domain-Tech AI core, that doubles TP and halves upkeep per resource allocated, using the Upgraded Stellar Shade + the Domain-Tech core + an Alpha core and 8 resouces would produce 33 TP a day, reduced by 3 because Extreme Heat and it'd take 10 months to clear Extreme Heat, while costing 18k upkeep.

Because of the demand by the Structure, having a trade disruption would act as if you had allocated fewer resouces to the Structure, so it'd produce fewer TP and the terraforming process would take longer.


To give you an example of how long some endgame run would take, my planet Galahan produces 12 Metal and 13 Heavy Machinery, so I could allocate 13 resources to a Stellar Shade, if I used an AI core.

If a planet has the Extreme Heat Condition, which takes 9000 TP to remove and reduces daily TP by 3, I could:
  • Allocate 13 resources to an Upgraded Stellar Shade for 26 TP per day and 78k upkeep
  • Install a Domain-Tech AI core for the Stellar Shade to double production to 52 and halve upkeep to 39k
  • Install an Alpha AI core to increase production to 53 and reduce demand by 1 so I can even allocate 13 resources in the first place and further reduce upkeep to ~30k

The Extreme Heat would reduce daily TP production to 50, so it'd take 9000 / 50 / 30 = 6 months to remove the Extreme Heat condition for an upkeep of 30k and very endgame-tier available resources, which I'd say looks like a pretty "believable" cost.



Regarding the Genesis, aside from increasing its cost significantly, I'd say it'd make sense for the created planet to become a volcanic planet with Extreme Heat, No Atmosphere and Extreme Tectonic Activity since all we're doing here is smack a whole bunch of rocks together, point at it and say "New planet :-D". I know that the description of a planets birth with this method sucks the heat off to ... "somewhere", but that's honestly bs if you compare this "Lets produce a cat IV or even V planet for 1m credits" to "Well yes we are a space faring powerhouse of a faction, but god knows how to build an array of Stellar Shades to cool this planet lmao lets build a ship that can teleport mines". Additionally, you could also vary the amount of ore in the new planet a bit because creating a new planet with Ultrarich Rare- and Normal Ore Deposits feels really unbalanced. Expanding on that, how about depending on the composition of the asteroids floating about, you could end up with a volcanic planet with the aforementioned conditions, or a Cryovolcanic / Frozen planet with Volatiles or a Barren planet that's more prone to have less Ore but more Organics?

Plus the Genesis' max burn of 4 really isn't that bad. Slap on Extreme Modifications from ... I think the Ships and Weapons Pack, install an enhanced Drivefield, get 3 Ox and the Navigations perk and boom, max burn of 10. Since we're lumbering about with a ship big enough to plop a new planet into existence, you could at least give it a hullmod that prevents any other hullmods and lowers the entire fleets max burn by 2 because "Field to stabilize the core interfering with drivefield" or something like that.

[close]
[close]
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: fellabrando on October 04, 2020, 05:39:09 PM
Hey does terraforming affect negative traits like...

Military virus? Which kills the growth of a colony?

Like it would solve the "hot" +25% hazard affect when a hot planet is turned into a terran planet?

Thanks!

Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: LikeableKiwi on October 13, 2020, 05:02:30 AM
im not sure whether this mod is the exact problem but whenever i try to manually spawn direlicts using console commands/dev mode the game crashes making me lose an hour of progress
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: sharkley123 on October 14, 2020, 04:21:37 PM
Im SLIGHTLY confused. Is it possible to take a water world to a terran world with this mod or does that path kinda end with the oceans?
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: battleturkies on November 21, 2020, 09:37:47 PM
This mod is exceptional. It adds so much, it makes exploration quite exciting too with all the extra items.
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Aweguy on December 09, 2020, 03:39:21 AM
Ok, there's a very big bug right now in the mod. Asteroid fields respawn on game reload. I have created 3 extra planets in the system cuz of this. I don't know how to send an image here. I wanna show you the bug but... How do i send images?
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: cerberus00 on December 28, 2020, 12:55:09 PM
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 wrong. Here's the log output:

Code
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)
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Mach56 on December 28, 2020, 02:09:46 PM
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 wrong
Massive Solar Collectors are from Shadowyards, and colonising abandoned stations is from boggled's terraforming mod.
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: cerberus00 on December 29, 2020, 11:53:28 AM
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 wrong
Massive Solar Collectors are from Shadowyards, and colonising abandoned stations is from boggled's terraforming mod.

Ah ok, thank you and my apologies. I'm surprised how clean and bug free this mod is for all that it can do, pretty amazing.
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Aweguy on December 31, 2020, 04:08:01 AM
Hello. I found a bug with Spindle Protectorate's jungle world in the Spindle star system. The planet type is called jungle_charkha and it crashes when i try to build something on it. It's basically a jungle world, but better ask Nia_Tahl for that. Thanks and hope you are well. Happy new year's eve too my friend. Here's the error snippet.

1193563 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Spec of class [com.fs.starfarer.api.impl.campaign.procgen.PlanetGenDataSpec] with id [jungle_charkha] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.api.impl.campaign.procgen.PlanetGenDataSpec] with id [jungle_charkha] 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)
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: john frost on January 06, 2021, 09:22:05 AM
hey i have a nice idea could you add in this mod if you can a dyson sphere as a structure you can build
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Outlander on January 13, 2021, 01:18:43 PM
It seems there's some kind of bug or something. A barren world is supposed to become barren-desert if no extreme conditions are applied, and from there you can gradually change it to the type you want. The thing is, in my game, once I added atmosphere to my barren worlds they jumped straight to terran worlds. Is there a reason for this? I remember reading about it somewhere but can't remember where exactly.

Edit: Found it in the changelog. It was supposed to be fixed. In other posts I read that maybe some mod is messing with planet types. Given my mod list for this playthrough I don't think so, since they are mostly utility mods.
(https://i.ibb.co/JzTL0GL/Mod-List-1.png)

I can tell that this mod is all about "improving" the planets it's used on. Is there a possibility to implement ways to make planets "worse"? For example, using Stellar Shade to make a planet colder, maybe even a Frozen planet? Just an idea I had.
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Pelops on February 06, 2021, 06:28:10 AM
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
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: ShpunkY on February 07, 2021, 12:28:21 AM
can i increase a planets organics ?
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Outlander on February 07, 2021, 03:44:46 AM
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

As far as I can tell, this mod does not take away resources once they are in the planet, and can even increase them. From what I've seen, the best method would be to create a planet from scratch and gradually terraform it into terran with mild climate. It will have the large ore deposits, the farmland and likely even organics. They will not have ruins or volatiles tho, so that's something to keep in mind.
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: sicksock on February 13, 2021, 09:44:51 PM
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?
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Dragoth on February 14, 2021, 08:25:15 AM
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?

If you don't mind using console commands you can add the industry to the world.
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Pelops on February 18, 2021, 12:51:39 PM
I wanted to thank the people for their answers on the forum :

- Console-Command is very useful to eliminate certain fleets and enable to save big games when you have a basic graphic card

- Thanks also for the help about terraforming, I have a frozen planet which turned into an ocean one and still has his volatiles and metal resources ;)

=> I would be interested to modify some planets with the Console-Command although it is cheating but how do you do practically what do you need to write in the code ?
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: shilum on February 25, 2021, 09:33:21 PM
I was wondering if this mod was ever made compatible with unknown skies?
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: gustavolemos on February 28, 2021, 10:02:32 AM
Hi! so ive been testing this mod and its pretty nice. i created this account to make this comment cuz i didnt have any until then.
i think i have some nice criticism tho, i hope its welcome.

- my biggest 'issue' is with the 'atmosphere pumps' structure. it is fine as it comes to how it works in game, but thats not how atmosphere works, and i believe it would be easy to change it to something that does the same thing but in a 'real scientific way'. you see, atmosphere is co-related to how well the planet can hold on to its molecules, even the lightest ones, like gases. basically, it needs to have; or enough mass, or a pretty active melted metal core, or be cold enought just in the right way, and most important, be far away from the sun to not get stripped away. you see, the atmosphere is co-related with the magnetic field the planet have, if it is an cold/dead core it cannot have an magnetic field.

with all this being said, pumping gasses to the outer layer of a planet would just make it vapor away to space, because the planet cant hold on to it. this is a link with some neat and short information about it: https://www.psi.edu/epo/faq/atmosphere.html (https://www.psi.edu/epo/faq/atmosphere.html)

my suggestion is to change the 'pumps' to something related to the core of the planet. like 'sistemic nuking of strategic places to reignite the core of the planet', or maybe tied to sysmic activity. (Sorry to point the issue and to not bring the answer)

in another perspective, having an atmosphere doesnt mean its habitable yet, as it could be made of prophane gas or any other highly nocive gases. in this situation something like pumps would make sense in a planet who haves atmosphere but a inhabitable one. (along with some filters or smt).

i hope you enjoy this little comment of mine :)


Edit: another tip i could give you is to change the 'Stellar distributor' (the structure of the 'poor light' effect), to something in the lines of 'artificial reflective micro particles in the atmosphere' that bounce light around, distributing it, other than a big orbit structure which is not that ~scientific~.

Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: Cane on March 02, 2021, 10:47:14 AM
I'm thinking of trying this mod in my next playthrough. I've been running Terraforming and Station Construction precisely for the terraforming aspect, and this looks like a fun alternative.

TaSC has the option to turn a planet into a cryoplanet, which is really good for Industrial Evolution's Supercomputer industry. This turned a pretty crap planet in my system with no real resources into a useful colonization goal. Will you ever add extra terraforming choices in the future?

Edit: I'm also slightly disappointed that the planet-creating ship isn't called the Titan. ;D
Spoiler
https://www.youtube.com/watch?v=wPWIGJfUCh8
[close]
Title: Re: [0.9.1a] DIY Planets - Terraforming and more!
Post by: cjuicy on March 02, 2021, 11:10:27 AM
Edit: I'm also slightly disappointed that the planet-creating ship isn't called the Titan. ;D
Spoiler
https://www.youtube.com/watch?v=wPWIGJfUCh8
[close]
That would conflict with Interstellar Imperium's Titan series, so it's understandable that they wouldn't use it.

Spoiler
Genesis works well enough anyways.
[close]